mirror of https://github.com/axmolengine/axmol.git
issue #1555:menu can receive touch event now
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a4a53df159
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b497143f93
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@ -175,7 +175,6 @@ void CCLayer::setTouchEnabled(bool enabled)
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}
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}
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}
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}
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void CCLayer::setTouchMode(ccTouchesMode mode)
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void CCLayer::setTouchMode(ccTouchesMode mode)
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{
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{
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if(m_eTouchMode != mode)
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if(m_eTouchMode != mode)
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@ -137,6 +137,8 @@ bool CCMenu::initWithArray(CCArray* pArrayOfItems)
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if (CCLayer::init())
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if (CCLayer::init())
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{
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{
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setTouchPriority(kCCMenuHandlerPriority);
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setTouchPriority(kCCMenuHandlerPriority);
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setTouchMode(kCCTouchesOneByOne);
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setTouchEnabled(true);
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m_bEnabled = true;
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m_bEnabled = true;
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// menu in the center of the screen
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// menu in the center of the screen
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@ -1 +1 @@
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48a295775479bd5b7fc89114495885a002502849
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25ba4a303b7a9a46a800ee741da634603e2a55d8
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@ -159,7 +159,7 @@ void CCControlSwitchSprite::draw()
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ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex);
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ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex);
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ccGLBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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ccGLBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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getShaderProgram()->setUniformForModelViewProjectionMatrix();
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getShaderProgram()->setUniformsForBuiltins();
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture( GL_TEXTURE_2D, getTexture()->getName());
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glBindTexture( GL_TEXTURE_2D, getTexture()->getName());
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@ -48,7 +48,7 @@ void GLESDebugDraw::initShader( void )
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void GLESDebugDraw::DrawPolygon(const b2Vec2* old_vertices, int vertexCount, const b2Color& color)
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void GLESDebugDraw::DrawPolygon(const b2Vec2* old_vertices, int vertexCount, const b2Color& color)
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{
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{
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mShaderProgram->use();
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mShaderProgram->use();
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mShaderProgram->setUniformForModelViewProjectionMatrix();
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mShaderProgram->setUniformsForBuiltins();
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b2Vec2* vertices = new b2Vec2[vertexCount];
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b2Vec2* vertices = new b2Vec2[vertexCount];
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for( int i=0;i<vertexCount;i++)
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for( int i=0;i<vertexCount;i++)
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@ -72,7 +72,7 @@ void GLESDebugDraw::DrawPolygon(const b2Vec2* old_vertices, int vertexCount, con
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void GLESDebugDraw::DrawSolidPolygon(const b2Vec2* old_vertices, int vertexCount, const b2Color& color)
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void GLESDebugDraw::DrawSolidPolygon(const b2Vec2* old_vertices, int vertexCount, const b2Color& color)
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{
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{
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mShaderProgram->use();
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mShaderProgram->use();
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mShaderProgram->setUniformForModelViewProjectionMatrix();
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mShaderProgram->setUniformsForBuiltins();
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b2Vec2* vertices = new b2Vec2[vertexCount];
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b2Vec2* vertices = new b2Vec2[vertexCount];
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for( int i=0;i<vertexCount;i++) {
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for( int i=0;i<vertexCount;i++) {
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@ -99,7 +99,7 @@ void GLESDebugDraw::DrawSolidPolygon(const b2Vec2* old_vertices, int vertexCount
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void GLESDebugDraw::DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color)
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void GLESDebugDraw::DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color)
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{
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{
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mShaderProgram->use();
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mShaderProgram->use();
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mShaderProgram->setUniformForModelViewProjectionMatrix();
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mShaderProgram->setUniformsForBuiltins();
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const float32 k_segments = 16.0f;
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const float32 k_segments = 16.0f;
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int vertexCount=16;
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int vertexCount=16;
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@ -130,7 +130,7 @@ void GLESDebugDraw::DrawCircle(const b2Vec2& center, float32 radius, const b2Col
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void GLESDebugDraw::DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color)
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void GLESDebugDraw::DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color)
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{
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{
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mShaderProgram->use();
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mShaderProgram->use();
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mShaderProgram->setUniformForModelViewProjectionMatrix();
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mShaderProgram->setUniformsForBuiltins();
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const float32 k_segments = 16.0f;
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const float32 k_segments = 16.0f;
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int vertexCount=16;
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int vertexCount=16;
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@ -167,7 +167,7 @@ void GLESDebugDraw::DrawSolidCircle(const b2Vec2& center, float32 radius, const
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void GLESDebugDraw::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
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void GLESDebugDraw::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
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{
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{
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mShaderProgram->use();
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mShaderProgram->use();
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mShaderProgram->setUniformForModelViewProjectionMatrix();
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mShaderProgram->setUniformsForBuiltins();
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mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
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mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
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@ -199,7 +199,7 @@ void GLESDebugDraw::DrawTransform(const b2Transform& xf)
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void GLESDebugDraw::DrawPoint(const b2Vec2& p, float32 size, const b2Color& color)
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void GLESDebugDraw::DrawPoint(const b2Vec2& p, float32 size, const b2Color& color)
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{
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{
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mShaderProgram->use();
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mShaderProgram->use();
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mShaderProgram->setUniformForModelViewProjectionMatrix();
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mShaderProgram->setUniformsForBuiltins();
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mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
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mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
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@ -229,7 +229,7 @@ void GLESDebugDraw::DrawString(int x, int y, const char *string, ...)
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void GLESDebugDraw::DrawAABB(b2AABB* aabb, const b2Color& color)
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void GLESDebugDraw::DrawAABB(b2AABB* aabb, const b2Color& color)
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{
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{
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mShaderProgram->use();
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mShaderProgram->use();
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mShaderProgram->setUniformForModelViewProjectionMatrix();
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mShaderProgram->setUniformsForBuiltins();
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mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
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mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
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