mirror of https://github.com/axmolengine/axmol.git
Merge branch 'v3_addClearforCamera' of github.com:dabingnn/cocos2d-x into v3_addClearforCamera
This commit is contained in:
commit
35940ba8ef
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@ -1,23 +1,27 @@
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#include "Scene3DTest.h"
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#include "ui/CocosGUI.h"
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#include <spine/spine-cocos2dx.h>
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#include "../testResource.h"
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#include "TerrainTest.h"
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USING_NS_CC;
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using namespace spine;
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////////////////////////////////////////////////////////////////////////////////
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// Implements Scene3DTestScene
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static Vec3 camera_offset(0, 45, 60);
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class Scene3DTestScene : public TestCase
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class Scene3DTestScene : public TerrainWalkThru
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{
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public:
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CREATE_FUNC(Scene3DTestScene);
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void onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
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void onTouchesBegan(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
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void onTouchesEnd(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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cocos2d::EventListenerCustom* _backToForegroundListener;
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#endif
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private:
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Scene3DTestScene();
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virtual ~Scene3DTestScene();
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@ -25,52 +29,58 @@ private:
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void create3DWorld();
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void createUI();
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Node* createDialog();
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void createPlayerDlg();
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void createDetailDlg();
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void createDescDlg();
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std::vector<Camera *> _gameCameras;
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Terrain *_terrain;
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Player *_player;
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Node* _playerDlg;
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Node* _detailDlg;
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Node* _descDlg;
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static const int DLG_COUNT = 3;
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std::vector<Node*> _dlgs;
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TextureCube* _textureCube;
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Skybox* _skyBox;
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};
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enum LAYER_DEPTH {
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LAYER_DEPTH_GAME = 0,
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LAYER_DEPTH_UI,
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LAYER_DEPTH_ACTOR,
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LAYER_DEPTH_ZOOM,
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LAYER_DEPTH_COUNT,
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enum GAME_LAYER {
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LAYER_SKYBOX = 0,
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LAYER_GAME,
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LAYER_UI,
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LAYER_ACTOR,
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LAYER_ZOOM,
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LAYER_OSD,
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LAYER_COUNT,
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};
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static CameraFlag s_CF[LAYER_DEPTH_COUNT] = {
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static CameraFlag s_CF[LAYER_COUNT] = {
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CameraFlag::DEFAULT,
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CameraFlag::USER1,
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CameraFlag::USER2,
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CameraFlag::USER3,
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CameraFlag::USER4,
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CameraFlag::USER5,
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};
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static unsigned short s_CM[LAYER_DEPTH_COUNT] = {
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static unsigned short s_CM[LAYER_COUNT] = {
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(unsigned short)s_CF[0],
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(unsigned short)s_CF[1],
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(unsigned short)s_CF[2],
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(unsigned short)s_CF[3],
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(unsigned short)s_CF[4],
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(unsigned short)s_CF[5],
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};
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Scene3DTestScene::Scene3DTestScene()
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: _terrain(nullptr)
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, _player(nullptr)
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: _playerDlg(nullptr)
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, _detailDlg(nullptr)
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, _descDlg(nullptr)
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{
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}
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Scene3DTestScene::~Scene3DTestScene()
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{
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for (auto dlg : _dlgs) {
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CC_SAFE_RELEASE(dlg);
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}
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}
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bool Scene3DTestScene::init()
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@ -78,66 +88,67 @@ bool Scene3DTestScene::init()
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bool ret = false;
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do
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{
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CC_BREAK_IF(false == TestCase::init());
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CC_BREAK_IF(false == TerrainWalkThru::init());
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Director::getInstance()->setDisplayStats(false);
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// prepare for camera creation, we need create three custom cameras
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Size visibleSize = Director::getInstance()->getVisibleSize();
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_gameCameras.resize(LAYER_DEPTH_COUNT);
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_gameCameras.resize(LAYER_COUNT);
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// first, create a camera to look the 3d game scene
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Camera *ca = Camera::createPerspective(60,visibleSize.width/visibleSize.height,0.1,200);
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ca->setCameraFlag(s_CF[LAYER_DEPTH_GAME]);
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ca->setDepth(LAYER_DEPTH_GAME);
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_gameCameras[LAYER_DEPTH_GAME] = ca;
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Camera *ca = nullptr;
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auto visibleSize = Director::getInstance()->getVisibleSize();
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// first, create a camera to look the skybox
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ca = Camera::createPerspective(60, visibleSize.width / visibleSize.height, 10, 1000);
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ca->setPosition3D(Vec3(0.f, 0.f, 50.f));
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ca->setCameraFlag(s_CF[LAYER_SKYBOX]);
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ca->setDepth(LAYER_SKYBOX);
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_gameCameras[LAYER_SKYBOX] = ca;
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this->addChild(ca);
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// second, use the default camera to look 2d base ui layer
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// second, create a camera to look the 3D game scene
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// it has been create in TerrainWalkThru::init
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ca = this->_camera;
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ca->setCameraFlag(s_CF[LAYER_GAME]);
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ca->setDepth(LAYER_GAME);
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_gameCameras[LAYER_GAME] = ca;
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// third, use the default camera to look 2D base UI layer
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ca =this->getDefaultCamera();
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ca->setCameraFlag(s_CF[LAYER_DEPTH_UI]);
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ca->setDepth(LAYER_DEPTH_UI);
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_gameCameras[LAYER_DEPTH_UI] = ca;
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ca->setCameraFlag(s_CF[LAYER_UI]);
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ca->setDepth(LAYER_UI);
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_gameCameras[LAYER_UI] = ca;
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// third, create a camera to look the 3d model in dialogs
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// forth, create a camera to look the 3D model in dialogs
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ca = Camera::create();
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ca->setCameraFlag(s_CF[LAYER_DEPTH_ACTOR]);
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ca->setDepth(LAYER_DEPTH_ACTOR);
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_gameCameras[LAYER_DEPTH_ACTOR] = ca;
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ca->setCameraFlag(s_CF[LAYER_ACTOR]);
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ca->setDepth(LAYER_ACTOR);
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_gameCameras[LAYER_ACTOR] = ca;
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this->addChild(ca);
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// forth, create a camera to kook the ui element over on the 3d models
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// fifth, create a camera to look the UI element over on the 3D models
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ca = Camera::create();
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ca->setCameraFlag(s_CF[LAYER_DEPTH_ZOOM]);
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ca->setDepth(LAYER_DEPTH_ZOOM);
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_gameCameras[LAYER_DEPTH_ZOOM] = ca;
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ca->setCameraFlag(s_CF[LAYER_ZOOM]);
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ca->setDepth(LAYER_ZOOM);
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_gameCameras[LAYER_ZOOM] = ca;
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this->addChild(ca);
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// sixth, create a camera to look the OSD UI
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ca = Camera::create();
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ca->setCameraFlag(s_CF[LAYER_OSD]);
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ca->setDepth(LAYER_OSD);
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_gameCameras[LAYER_OSD] = ca;
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this->addChild(ca);
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// create all object in game
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create3DWorld();
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createUI();
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Size step = VisibleRect::getVisibleRect().size;
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step.width /= (DLG_COUNT + 1);
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step.height /= (DLG_COUNT + 1);
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Vec2 pos = VisibleRect::leftBottom();
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Node * dlg;
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for (int i = 0; i < DLG_COUNT; ++i) {
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dlg = createDialog();
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dlg->setPosition(pos);
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dlg->retain();
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_dlgs.push_back(dlg);
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pos.x += step.width;
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pos.y += step.height;
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}
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// add touch callback
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// auto listener = EventListenerTouchAllAtOnce::create();
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// listener->onTouchesBegan = CC_CALLBACK_2(Scene3DTestScene::onTouchesBegan, this);
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// listener->onTouchesMoved = CC_CALLBACK_2(Scene3DTestScene::onTouchesMoved, this);
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// listener->onTouchesEnded = CC_CALLBACK_2(Scene3DTestScene::onTouchesEnd, this);
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// _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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createPlayerDlg();
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createDetailDlg();
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createDescDlg();
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_playerDlg->setVisible(false);
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_detailDlg->setVisible(false);
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//_terrain->setVisible(false);
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ret = true;
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} while (0);
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@ -146,137 +157,324 @@ bool Scene3DTestScene::init()
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void Scene3DTestScene::create3DWorld()
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{
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// Size visibleSize = Director::getInstance()->getVisibleSize();
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auto camera = _gameCameras[LAYER_DEPTH_GAME];
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// terrain and player has been create in TerrainWalkThru::init
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// we only need override there camera mask
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_terrain->setCameraMask(s_CM[LAYER_GAME]);
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_player->setCameraMask(s_CM[LAYER_GAME]);
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_player->setScale(_player->getScale() * 1.5);
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// first, create terrain
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Terrain::DetailMap r("TerrainTest/dirt.jpg");
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Terrain::DetailMap g("TerrainTest/Grass2.jpg",10);
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Terrain::DetailMap b("TerrainTest/road.jpg");
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Terrain::DetailMap a("TerrainTest/GreenSkin.jpg",20);
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Terrain::TerrainData data("TerrainTest/heightmap16.jpg",
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"TerrainTest/alphamap.png",
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r,g,b,a,Size(32,32),40.0f,2);
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_terrain = Terrain::create(data,Terrain::CrackFixedType::SKIRT);
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_terrain->setMaxDetailMapAmount(4);
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_terrain->setCameraMask(s_CM[LAYER_DEPTH_GAME]);
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_terrain->setDrawWire(false);
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_terrain->setSkirtHeightRatio(3);
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_terrain->setLODDistance(64,128,192);
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this->addChild(_terrain);
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// add two Sprite3D monster, one is transparent
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auto monster = Sprite3D::create("Sprite3DTest/orc.c3b");
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monster->setRotation3D(Vec3(0,180,0));
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monster->setPosition3D(_player->getPosition3D() + Vec3(50, -10, 0));
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monster->setCameraMask(s_CM[LAYER_GAME]);
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monster->setOpacity(128);
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this->addChild(monster);
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monster = Sprite3D::create("Sprite3DTest/orc.c3b");
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monster->setRotation3D(Vec3(0,180,0));
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monster->setPosition3D(_player->getPosition3D() + Vec3(-50, -5, 0));
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monster->setCameraMask(s_CM[LAYER_GAME]);
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this->addChild(monster);
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// second, create actor
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_player = Player::create("Sprite3DTest/girl.c3b",camera,_terrain);
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_player->setCameraMask(s_CM[LAYER_DEPTH_GAME]);
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_player->setScale(0.08);
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_player->setPositionY(_terrain->getHeight(_player->getPositionX(),_player->getPositionZ()));
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// add a particle 3d above player
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auto rootps = PUParticleSystem3D::create("Particle3D/scripts/blackHole.pu", "Particle3D/materials/pu_mediapack_01.material");
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rootps->setScale(2);
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rootps->setPosition3D(Vec3(0, 150, 0));
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rootps->setCameraMask(s_CM[LAYER_GAME]);
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auto moveby = MoveBy::create(2.0f, Vec2(50.0f, 0.0f));
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auto moveby1 = MoveBy::create(2.0f, Vec2(-50.0f, 0.0f));
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rootps->runAction(RepeatForever::create(Sequence::create(moveby, moveby1, nullptr)));
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rootps->startParticleSystem();
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auto animation = Animation3D::create("Sprite3DTest/girl.c3b","Take 001");
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if (animation)
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{
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auto animate = Animate3D::create(animation);
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_player->runAction(RepeatForever::create(animate));
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}
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_player->addChild(rootps, 0);
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addChild(_player);
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// then, create skybox
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//create and set our custom shader
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auto shader = GLProgram::createWithFilenames("Sprite3DTest/cube_map.vert", "Sprite3DTest/cube_map.frag");
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auto state = GLProgramState::create(shader);
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// third, set camera position
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camera->setPosition3D(_player->getPosition3D()+camera_offset);
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camera->setRotation3D(Vec3(-45,0,0));
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// create the second texture for cylinder
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_textureCube = TextureCube::create("Sprite3DTest/skybox/left.jpg", "Sprite3DTest/skybox/right.jpg",
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"Sprite3DTest/skybox/top.jpg", "Sprite3DTest/skybox/bottom.jpg",
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"Sprite3DTest/skybox/front.jpg", "Sprite3DTest/skybox/back.jpg");
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_textureCube->retain();
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//set texture parameters
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Texture2D::TexParams tRepeatParams;
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tRepeatParams.magFilter = GL_LINEAR;
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tRepeatParams.minFilter = GL_LINEAR;
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tRepeatParams.wrapS = GL_MIRRORED_REPEAT;
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tRepeatParams.wrapT = GL_MIRRORED_REPEAT;
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_textureCube->setTexParameters(tRepeatParams);
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// pass the texture sampler to our custom shader
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state->setUniformTexture("u_cubeTex", _textureCube);
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// add skybox
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_skyBox = Skybox::create();
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_skyBox->retain();
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_skyBox->setCameraMask(s_CM[LAYER_SKYBOX]);
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_skyBox->setTexture(_textureCube);
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_skyBox->setScale(700.f);
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this->addChild(_skyBox);
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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_backToForegroundListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED,
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[this](EventCustom*)
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{
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auto state = _skyBox->getGLProgramState();
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auto glProgram = state->getGLProgram();
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glProgram->reset();
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glProgram->initWithFilenames("Sprite3DTest/cube_map.vert", "Sprite3DTest/cube_map.frag");
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glProgram->link();
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glProgram->updateUniforms();
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|
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_textureCube->reloadTexture();
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|
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Texture2D::TexParams tRepeatParams;
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tRepeatParams.magFilter = GL_NEAREST;
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tRepeatParams.minFilter = GL_NEAREST;
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tRepeatParams.wrapS = GL_MIRRORED_REPEAT;
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tRepeatParams.wrapT = GL_MIRRORED_REPEAT;
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_textureCube->setTexParameters(tRepeatParams);
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state->setUniformTexture("u_cubeTex", _textureCube);
|
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|
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_skyBox->reload();
|
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_skyBox->setTexture(_textureCube);
|
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});
|
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, 1);
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#endif
|
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}
|
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|
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void Scene3DTestScene::createUI()
|
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{
|
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auto showLeftDlgItem = MenuItemImage::create(s_pathClose, s_pathClose, [this](Ref* sender){
|
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this->_dlgs[0]->setVisible(!this->_dlgs[0]->isVisible());
|
||||
// add player button
|
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auto showLeftDlgItem = MenuItemImage::create("Images/Pea.png", "Images/Pea.png", [this](Ref* sender){
|
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this->_playerDlg->setVisible(!this->_playerDlg->isVisible());
|
||||
});
|
||||
showLeftDlgItem->setPosition(VisibleRect::left().x + 30, VisibleRect::top().y - 30);
|
||||
|
||||
auto showMidDlgItem = MenuItemImage::create(s_pathClose, s_pathClose, [this](Ref* sender){
|
||||
this->_dlgs[1]->setVisible(!this->_dlgs[1]->isVisible());
|
||||
// add discription button
|
||||
TTFConfig ttfConfig("fonts/arial.ttf", 20);
|
||||
auto descItem = MenuItemLabel::create(Label::createWithTTF(ttfConfig, "Description"),
|
||||
[this](Ref* sender)
|
||||
{
|
||||
this->_descDlg->setVisible(!this->_descDlg->isVisible());
|
||||
});
|
||||
showMidDlgItem->setPosition(VisibleRect::top().x, VisibleRect::top().y - 30);
|
||||
descItem->setPosition(Vec2(VisibleRect::right().x - 50, VisibleRect::top().y - 25));
|
||||
|
||||
auto showRightDlgItem = MenuItemImage::create(s_pathClose, s_pathClose, [this](Ref* sender){
|
||||
this->_dlgs[2]->setVisible(!this->_dlgs[2]->isVisible());
|
||||
});
|
||||
// add back button
|
||||
auto backItem = MenuItemLabel::create(Label::createWithTTF(ttfConfig, "Back"),
|
||||
[this](Ref* sender){
|
||||
this->getTestSuite()->backsUpOneLevel();
|
||||
});
|
||||
backItem->setPosition(Vec2(VisibleRect::right().x - 50, VisibleRect::bottom().y + 25));
|
||||
|
||||
showRightDlgItem->setPosition(VisibleRect::right().x - 30, VisibleRect::top().y - 30);
|
||||
|
||||
auto uiCamera = _gameCameras[LAYER_DEPTH_UI];
|
||||
auto moveCameraLeft = MenuItemImage::create(s_pathClose, s_pathClose, [uiCamera](Ref* sender){
|
||||
uiCamera->setPositionX(uiCamera->getPositionX() - 10);
|
||||
});
|
||||
moveCameraLeft->setPosition(VisibleRect::left().x + 30, VisibleRect::left().y);
|
||||
|
||||
auto moveCameraRight = MenuItemImage::create(s_pathClose, s_pathClose, [uiCamera](Ref* sender){
|
||||
uiCamera->setPositionX(uiCamera->getPositionX() + 10);
|
||||
});
|
||||
moveCameraRight->setPosition(VisibleRect::right().x - 30, VisibleRect::right().y);
|
||||
MenuItemImage *moveCameraLeft = nullptr, *moveCameraRight = nullptr;
|
||||
// auto uiCamera = _gameCameras[LAYER_UI];
|
||||
// moveCameraLeft = MenuItemImage::create(s_pathClose, s_pathClose, [uiCamera](Ref* sender){
|
||||
// uiCamera->setPositionX(uiCamera->getPositionX() - 10);
|
||||
// });
|
||||
// moveCameraLeft->setPosition(VisibleRect::left().x + 30, VisibleRect::left().y);
|
||||
//
|
||||
// moveCameraRight = MenuItemImage::create(s_pathClose, s_pathClose, [uiCamera](Ref* sender){
|
||||
// uiCamera->setPositionX(uiCamera->getPositionX() + 10);
|
||||
// });
|
||||
// moveCameraRight->setPosition(VisibleRect::right().x - 30, VisibleRect::right().y);
|
||||
|
||||
auto menu = Menu::create(showLeftDlgItem,
|
||||
showMidDlgItem,
|
||||
showRightDlgItem,
|
||||
descItem,
|
||||
backItem,
|
||||
moveCameraLeft,
|
||||
moveCameraRight,
|
||||
nullptr);
|
||||
menu->setPosition(Vec2::ZERO);
|
||||
menu->setCameraMask(s_CM[LAYER_DEPTH_UI], true);
|
||||
menu->setCameraMask(s_CM[LAYER_UI], true);
|
||||
this->addChild(menu);
|
||||
|
||||
}
|
||||
|
||||
Node* Scene3DTestScene::createDialog()
|
||||
void Scene3DTestScene::createPlayerDlg()
|
||||
{
|
||||
// create dialog layer
|
||||
int layerW = 240;
|
||||
int layerH = 160;
|
||||
int margin = 10;
|
||||
static char clr = 0x3f;
|
||||
auto layer = LayerColor::create(Color4B(clr, clr, clr, 255), layerW, layerH);
|
||||
clr = clr << 1;
|
||||
layer->setVisible(false);
|
||||
SpriteFrameCache::getInstance()->addSpriteFramesWithFile(s_s9s_ui_plist);
|
||||
|
||||
// add 2d ui element on dialog:
|
||||
// actor background
|
||||
auto actorBg = LayerColor::create(Color4B(0, 0, 128, 255), layerW / 2 - 2 * margin, layerH - 2 * margin - 16);
|
||||
actorBg->setPosition(margin, margin);
|
||||
layer->addChild(actorBg);
|
||||
Size dlgSize(190, 240);
|
||||
Vec2 pos = VisibleRect::center();
|
||||
float margin = 10;
|
||||
|
||||
// first, create dialog ui part, include background, title and buttons
|
||||
_playerDlg = ui::Scale9Sprite::createWithSpriteFrameName("button_actived.png");
|
||||
_playerDlg->setContentSize(dlgSize);
|
||||
_playerDlg->setAnchorPoint(Vec2(1, 0.5));
|
||||
pos.y -= margin;
|
||||
pos.x -= margin;
|
||||
_playerDlg->setPosition(pos);
|
||||
|
||||
// title
|
||||
auto title = Label::createWithTTF("Actor Dialog","fonts/arial.ttf",16);
|
||||
title->setPosition(layerW / 2, layerH - margin);
|
||||
layer->addChild(title);
|
||||
auto title = Label::createWithTTF("Player Dialog","fonts/arial.ttf",16);
|
||||
title->setPosition(dlgSize.width / 2, dlgSize.height - margin * 2);
|
||||
_playerDlg->addChild(title);
|
||||
|
||||
// add layer to scene and set camera mask
|
||||
layer->setCameraMask(s_CM[LAYER_DEPTH_UI]);
|
||||
this->addChild(layer);
|
||||
// player background
|
||||
Size bgSize(110, 180);
|
||||
Vec2 bgPos(margin, dlgSize.height / 2 - margin);
|
||||
auto playerBg = ui::Scale9Sprite::createWithSpriteFrameName("item_bg.png");
|
||||
playerBg->setContentSize(bgSize);
|
||||
playerBg->setAnchorPoint(Vec2(0, 0.5));
|
||||
playerBg->setPosition(bgPos);
|
||||
_playerDlg->addChild(playerBg);
|
||||
|
||||
// add actor, which on dialog layer
|
||||
// item background and item
|
||||
Size itemSize(48, 48);
|
||||
Vec2 itemAnchor(0, 1);
|
||||
Vec2 itemPos(bgPos.x + bgSize.width + margin, bgPos.y + bgSize.height / 2);
|
||||
auto itemBg = ui::Scale9Sprite::createWithSpriteFrameName("item_bg.png");
|
||||
itemBg->setContentSize(itemSize);
|
||||
itemBg->setAnchorPoint(itemAnchor);
|
||||
itemBg->setPosition(itemPos);
|
||||
_playerDlg->addChild(itemBg);
|
||||
|
||||
auto item = ui::Button::create("crystal.png", "", "", ui::TextureResType::PLIST);
|
||||
item->setScale(1.5);
|
||||
item->setAnchorPoint(itemAnchor);
|
||||
item->setPosition(itemPos);
|
||||
item->addClickEventListener([this](Ref* sender){
|
||||
this->_detailDlg->setVisible(!this->_detailDlg->isVisible());
|
||||
});
|
||||
_playerDlg->addChild(item);
|
||||
|
||||
// after add ui element, add player dialog to scene
|
||||
_playerDlg->setCameraMask(s_CM[LAYER_UI]);
|
||||
this->addChild(_playerDlg);
|
||||
|
||||
// second, add 3d actor, which on dialog layer
|
||||
std::string filename = "Sprite3DTest/girl.c3b";
|
||||
auto girl = Sprite3D::create(filename);
|
||||
girl->setScale(0.5);
|
||||
girl->setPosition(layerW / 4, margin * 3);
|
||||
girl->setCameraMask(s_CM[LAYER_DEPTH_ACTOR]);
|
||||
layer->addChild(girl);
|
||||
girl->setPosition(bgSize.width / 2, margin * 2);
|
||||
girl->setCameraMask(s_CM[LAYER_ACTOR]);
|
||||
playerBg->addChild(girl);
|
||||
|
||||
// add zoom in/out button, which is 2d ui element and over 3d actor
|
||||
auto zoomIn = MenuItemImage::create(s_pathClose, s_pathClose, [girl](Ref* sender){
|
||||
// third, add zoom in/out button, which is 2d ui element and over 3d actor
|
||||
ui::Button* zoomIn = ui::Button::create("cocosui/animationbuttonnormal.png",
|
||||
"cocosui/animationbuttonpressed.png");
|
||||
zoomIn->setScale(0.5);
|
||||
zoomIn->setAnchorPoint(Vec2(1, 1));
|
||||
zoomIn->setPosition(Vec2(bgSize.width / 2 - margin / 2, bgSize.height - margin));
|
||||
zoomIn->addClickEventListener([girl](Ref* sender){
|
||||
girl->setScale(girl->getScale() * 2);
|
||||
});
|
||||
zoomIn->setPosition(margin, layerH - margin);
|
||||
zoomIn->setTitleText("Zoom In");
|
||||
zoomIn->setCameraMask(s_CM[LAYER_ZOOM]);
|
||||
playerBg->addChild(zoomIn);
|
||||
|
||||
auto zoomOut = MenuItemImage::create(s_pathClose, s_pathClose, [girl](Ref* sender){
|
||||
ui::Button* zoomOut = ui::Button::create("cocosui/animationbuttonnormal.png",
|
||||
"cocosui/animationbuttonpressed.png");
|
||||
zoomOut->setScale(0.5);
|
||||
zoomOut->setAnchorPoint(Vec2(0, 1));
|
||||
zoomOut->setPosition(Vec2(bgSize.width / 2 + margin / 2, bgSize.height - margin));
|
||||
zoomOut->addClickEventListener([girl](Ref* sender){
|
||||
girl->setScale(girl->getScale() / 2);
|
||||
});
|
||||
zoomOut->setPosition(layerW / 2 - margin, layerH - margin);
|
||||
zoomOut->setTitleText("Zoom Out");
|
||||
zoomOut->setCameraMask(s_CM[LAYER_ZOOM]);
|
||||
playerBg->addChild(zoomOut);
|
||||
}
|
||||
|
||||
auto menu = Menu::create(zoomIn, zoomOut, nullptr);
|
||||
menu->setPosition(Vec2::ZERO);
|
||||
menu->setCameraMask(s_CM[LAYER_DEPTH_ZOOM]);
|
||||
layer->addChild(menu);
|
||||
void Scene3DTestScene::createDetailDlg()
|
||||
{
|
||||
SpriteFrameCache::getInstance()->addSpriteFramesWithFile(s_s9s_ui_plist);
|
||||
|
||||
return layer;
|
||||
Size dlgSize(190, 240);
|
||||
Vec2 pos = VisibleRect::center();
|
||||
float margin = 10;
|
||||
|
||||
// create dialog
|
||||
_detailDlg = ui::Scale9Sprite::createWithSpriteFrameName("button_actived.png");
|
||||
_detailDlg->setContentSize(dlgSize);
|
||||
_detailDlg->setAnchorPoint(Vec2(0, 0.5));
|
||||
_detailDlg->setOpacity(224);
|
||||
pos.y -= margin;
|
||||
pos.x += margin;
|
||||
_detailDlg->setPosition(pos);
|
||||
|
||||
// title
|
||||
auto title = Label::createWithTTF("Detail Dialog","fonts/arial.ttf",16);
|
||||
title->setPosition(dlgSize.width / 2, dlgSize.height - margin * 2);
|
||||
_detailDlg->addChild(title);
|
||||
|
||||
// add a spine ffd animation on it
|
||||
auto skeletonNode = SkeletonAnimation::createWithFile("spine/goblins-ffd.json", "spine/goblins-ffd.atlas", 1.5f);
|
||||
skeletonNode->setAnimation(0, "walk", true);
|
||||
skeletonNode->setSkin("goblin");
|
||||
|
||||
skeletonNode->setScale(0.25);
|
||||
Size windowSize = Director::getInstance()->getWinSize();
|
||||
skeletonNode->setPosition(Vec2(dlgSize.width / 2, 20));
|
||||
_detailDlg->addChild(skeletonNode);
|
||||
|
||||
scheduleUpdate();
|
||||
|
||||
EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
|
||||
listener->onTouchBegan = [skeletonNode] (Touch* touch, Event* event) -> bool {
|
||||
if (!skeletonNode->getDebugBonesEnabled())
|
||||
skeletonNode->setDebugBonesEnabled(true);
|
||||
else if (skeletonNode->getTimeScale() == 1)
|
||||
skeletonNode->setTimeScale(0.3f);
|
||||
else
|
||||
{
|
||||
skeletonNode->setTimeScale(1);
|
||||
skeletonNode->setDebugBonesEnabled(false);
|
||||
}
|
||||
return true;
|
||||
};
|
||||
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
|
||||
|
||||
// after add ui element, add dialog to scene
|
||||
_detailDlg->setCameraMask(s_CM[LAYER_UI]);
|
||||
this->addChild(_detailDlg);
|
||||
}
|
||||
|
||||
void Scene3DTestScene::createDescDlg()
|
||||
{
|
||||
SpriteFrameCache::getInstance()->addSpriteFramesWithFile(s_s9s_ui_plist);
|
||||
|
||||
Size dlgSize(440, 240);
|
||||
Vec2 pos = VisibleRect::center();
|
||||
float margin = 10;
|
||||
|
||||
// create dialog
|
||||
_descDlg = ui::Scale9Sprite::createWithSpriteFrameName("button_actived.png");
|
||||
_descDlg->setContentSize(dlgSize);
|
||||
_descDlg->setOpacity(224);
|
||||
_descDlg->setPosition(pos);
|
||||
|
||||
// title
|
||||
auto title = Label::createWithTTF("Description Dialog","fonts/arial.ttf",16);
|
||||
title->setPosition(dlgSize.width / 2, dlgSize.height - margin * 2);
|
||||
_descDlg->addChild(title);
|
||||
|
||||
// add a label to retain description text
|
||||
Size textSize(400, 220);
|
||||
auto desc =
|
||||
"Scene 3D test for 2D and 3D mix rendering.\n"
|
||||
"\n"
|
||||
"- Game world composite with terrain, skybox and 3D objects.\n"
|
||||
"- UI composite with 2D nodes.\n"
|
||||
"- Click the icon at the topleft conner, will show a player dialog which "
|
||||
"there is a 3D sprite on it.\n"
|
||||
"- There are two button to zoom the player model, which should keep above "
|
||||
"on 3D model.\n"
|
||||
" - This description dialog should above all other elements.\n"
|
||||
"\n"
|
||||
"Click \"Description\" button to hide this dialog.\n";
|
||||
auto text = Label::createWithSystemFont(desc, "Helvetica", 12, textSize);
|
||||
text->setAnchorPoint(Vec2(0, 1));
|
||||
text->setPosition(margin, dlgSize.height - (20 + margin));
|
||||
_descDlg->addChild(text);
|
||||
|
||||
// after add ui element, add dialog to scene
|
||||
_descDlg->setCameraMask(s_CM[LAYER_OSD]);
|
||||
this->addChild(_descDlg);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
|
Loading…
Reference in New Issue