#include "LayerTest.h" #include "../testResource.h" enum { kTagLayer = 1, }; static std::function createFunctions[] = { CL(LayerTestCascadingOpacityA), CL(LayerTestCascadingOpacityB), CL(LayerTestCascadingOpacityC), CL(LayerTestCascadingColorA), CL(LayerTestCascadingColorB), CL(LayerTestCascadingColorC), CL(LayerTest1), CL(LayerTest2), CL(LayerTestBlend), CL(LayerGradientTest), CL(LayerGradientTest2), CL(LayerGradientTest3), CL(LayerIgnoreAnchorPointPos), CL(LayerIgnoreAnchorPointRot), CL(LayerIgnoreAnchorPointScale), CL(LayerExtendedBlendOpacityTest), CL(LayerBug3162A), CL(LayerBug3162B), CL(LayerColorOccludeBug), }; static int sceneIdx=-1; #define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0])) static Layer* nextAction() { sceneIdx++; sceneIdx = sceneIdx % MAX_LAYER; auto layer = (createFunctions[sceneIdx])(); return layer; } static Layer* backAction() { sceneIdx--; int total = MAX_LAYER; if( sceneIdx < 0 ) sceneIdx += total; auto layer = (createFunctions[sceneIdx])(); return layer; } static Layer* restartAction() { auto layer = (createFunctions[sceneIdx])(); return layer; } //------------------------------------------------------------------ // // LayerTest // //------------------------------------------------------------------ LayerTest::LayerTest(void) { } LayerTest::~LayerTest(void) { } std::string LayerTest::subtitle() const { return ""; } std::string LayerTest::title() const { return "Layer Test"; } void LayerTest::onEnter() { BaseTest::onEnter(); } void LayerTest::restartCallback(Ref* sender) { auto s = new LayerTestScene(); s->addChild(restartAction()); Director::getInstance()->replaceScene(s); s->release(); } void LayerTest::nextCallback(Ref* sender) { auto s = new LayerTestScene(); s->addChild( nextAction() ); Director::getInstance()->replaceScene(s); s->release(); } void LayerTest::backCallback(Ref* sender) { auto s = new LayerTestScene(); s->addChild( backAction() ); Director::getInstance()->replaceScene(s); s->release(); } // Cascading support extensions static void setEnableRecursiveCascading(Node* node, bool enable) { node->setCascadeColorEnabled(enable); node->setCascadeOpacityEnabled(enable); auto& children = node->getChildren(); for(const auto &child : children) { setEnableRecursiveCascading(child, enable); } } // LayerTestCascadingOpacityA void LayerTestCascadingOpacityA::onEnter() { LayerTest::onEnter(); auto s = Director::getInstance()->getWinSize(); auto layer1 = Layer::create(); auto sister1 = Sprite::create("Images/grossinis_sister1.png"); auto sister2 = Sprite::create("Images/grossinis_sister2.png"); auto label = Label::createWithBMFont("fonts/bitmapFontTest.fnt", "Test"); layer1->addChild(sister1); layer1->addChild(sister2); layer1->addChild(label); this->addChild( layer1, 0, kTagLayer); sister1->setPosition( Vec2( s.width*1/3, s.height/2)); sister2->setPosition( Vec2( s.width*2/3, s.height/2)); label->setPosition( Vec2( s.width/2, s.height/2)); layer1->runAction( RepeatForever::create( Sequence::create( FadeTo::create(4, 0), FadeTo::create(4, 255), DelayTime::create(1), nullptr))); sister1->runAction( RepeatForever::create( Sequence::create( FadeTo::create(2, 0), FadeTo::create(2, 255), FadeTo::create(2, 0), FadeTo::create(2, 255), DelayTime::create(1), nullptr))); // Enable cascading in scene setEnableRecursiveCascading(this, true); } std::string LayerTestCascadingOpacityA::subtitle() const { return "Layer: cascading opacity"; } // LayerTestCascadingOpacityB void LayerTestCascadingOpacityB::onEnter() { LayerTest::onEnter(); auto s = Director::getInstance()->getWinSize(); auto layer1 = LayerColor::create(Color4B(192, 0, 0, 255), s.width, s.height/2); layer1->setCascadeColorEnabled(false); layer1->setPosition( Vec2(0, s.height/2)); auto sister1 = Sprite::create("Images/grossinis_sister1.png"); auto sister2 = Sprite::create("Images/grossinis_sister2.png"); auto label = Label::createWithBMFont("fonts/bitmapFontTest.fnt", "Test"); layer1->addChild(sister1); layer1->addChild(sister2); layer1->addChild(label); this->addChild( layer1, 0, kTagLayer); sister1->setPosition( Vec2( s.width*1/3, 0)); sister2->setPosition( Vec2( s.width*2/3, 0)); label->setPosition( Vec2( s.width/2, 0)); layer1->runAction( RepeatForever::create( Sequence::create( FadeTo::create(4, 0), FadeTo::create(4, 255), DelayTime::create(1), nullptr))); sister1->runAction( RepeatForever::create( Sequence::create( FadeTo::create(2, 0), FadeTo::create(2, 255), FadeTo::create(2, 0), FadeTo::create(2, 255), DelayTime::create(1), nullptr))); // Enable cascading in scene setEnableRecursiveCascading(this, true); } std::string LayerTestCascadingOpacityB::subtitle() const { return "CCLayerColor: cascading opacity"; } // LayerTestCascadingOpacityC void LayerTestCascadingOpacityC::onEnter() { LayerTest::onEnter(); auto s = Director::getInstance()->getWinSize(); auto layer1 = LayerColor::create(Color4B(192, 0, 0, 255), s.width, s.height/2); layer1->setCascadeColorEnabled(false); layer1->setCascadeOpacityEnabled(false); layer1->setPosition( Vec2(0, s.height/2)); auto sister1 = Sprite::create("Images/grossinis_sister1.png"); auto sister2 = Sprite::create("Images/grossinis_sister2.png"); auto label = Label::createWithBMFont("fonts/bitmapFontTest.fnt", "Test"); layer1->addChild(sister1); layer1->addChild(sister2); layer1->addChild(label); this->addChild( layer1, 0, kTagLayer); sister1->setPosition( Vec2( s.width*1/3, 0)); sister2->setPosition( Vec2( s.width*2/3, 0)); label->setPosition( Vec2( s.width/2, 0)); layer1->runAction( RepeatForever::create( Sequence::create( FadeTo::create(4, 0), FadeTo::create(4, 255), DelayTime::create(1), nullptr))); sister1->runAction( RepeatForever::create( Sequence::create( FadeTo::create(2, 0), FadeTo::create(2, 255), FadeTo::create(2, 0), FadeTo::create(2, 255), DelayTime::create(1), nullptr))); } std::string LayerTestCascadingOpacityC::subtitle() const { return "CCLayerColor: non-cascading opacity"; } //// Example LayerTestCascadingColor // LayerTestCascadingColorA void LayerTestCascadingColorA::onEnter() { LayerTest::onEnter(); auto s = Director::getInstance()->getWinSize(); auto layer1 = Layer::create(); auto sister1 = Sprite::create("Images/grossinis_sister1.png"); auto sister2 = Sprite::create("Images/grossinis_sister2.png"); auto label = Label::createWithBMFont("fonts/bitmapFontTest.fnt", "Test"); layer1->addChild(sister1); layer1->addChild(sister2); layer1->addChild(label); this->addChild( layer1, 0, kTagLayer); sister1->setPosition( Vec2( s.width*1/3, s.height/2)); sister2->setPosition( Vec2( s.width*2/3, s.height/2)); label->setPosition( Vec2( s.width/2, s.height/2)); layer1->runAction( RepeatForever::create( Sequence::create( TintTo::create(6, 255, 0, 255), TintTo::create(6, 255, 255, 255), DelayTime::create(1), nullptr))); sister1->runAction( RepeatForever::create( Sequence::create( TintTo::create(2, 255, 255, 0), TintTo::create(2, 255, 255, 255), TintTo::create(2, 0, 255, 255), TintTo::create(2, 255, 255, 255), TintTo::create(2, 255, 0, 255), TintTo::create(2, 255, 255, 255), DelayTime::create(1), nullptr))); // Enable cascading in scene setEnableRecursiveCascading(this, true); } std::string LayerTestCascadingColorA::subtitle() const { return "Layer: cascading color"; } // LayerTestCascadingColorB void LayerTestCascadingColorB::onEnter() { LayerTest::onEnter(); auto s = Director::getInstance()->getWinSize(); auto layer1 = LayerColor::create(Color4B(255, 255, 255, 255), s.width, s.height/2); layer1->setPosition( Vec2(0, s.height/2)); auto sister1 = Sprite::create("Images/grossinis_sister1.png"); auto sister2 = Sprite::create("Images/grossinis_sister2.png"); auto label = Label::createWithBMFont("fonts/bitmapFontTest.fnt", "Test"); layer1->addChild(sister1); layer1->addChild(sister2); layer1->addChild(label); this->addChild( layer1, 0, kTagLayer); sister1->setPosition( Vec2( s.width*1/3, 0)); sister2->setPosition( Vec2( s.width*2/3, 0)); label->setPosition( Vec2( s.width/2, 0)); layer1->runAction( RepeatForever::create( Sequence::create( TintTo::create(6, 255, 0, 255), TintTo::create(6, 255, 255, 255), DelayTime::create(1), nullptr))); sister1->runAction( RepeatForever::create( Sequence::create( TintTo::create(2, 255, 255, 0), TintTo::create(2, 255, 255, 255), TintTo::create(2, 0, 255, 255), TintTo::create(2, 255, 255, 255), TintTo::create(2, 255, 0, 255), TintTo::create(2, 255, 255, 255), DelayTime::create(1), nullptr))); // Enable cascading in scene setEnableRecursiveCascading(this, true); } std::string LayerTestCascadingColorB::subtitle() const { return "CCLayerColor: cascading color"; } // LayerTestCascadingColorC void LayerTestCascadingColorC::onEnter() { LayerTest::onEnter(); auto s = Director::getInstance()->getWinSize(); auto layer1 = LayerColor::create(Color4B(255, 255, 255, 255), s.width, s.height/2); layer1->setCascadeColorEnabled(false); layer1->setPosition( Vec2(0, s.height/2)); auto sister1 = Sprite::create("Images/grossinis_sister1.png"); auto sister2 = Sprite::create("Images/grossinis_sister2.png"); auto label = Label::createWithBMFont("fonts/bitmapFontTest.fnt", "Test"); layer1->addChild(sister1); layer1->addChild(sister2); layer1->addChild(label); this->addChild( layer1, 0, kTagLayer); sister1->setPosition( Vec2( s.width*1/3, 0)); sister2->setPosition( Vec2( s.width*2/3, 0)); label->setPosition( Vec2( s.width/2, 0)); layer1->runAction( RepeatForever::create( Sequence::create( TintTo::create(6, 255, 0, 255), TintTo::create(6, 255, 255, 255), DelayTime::create(1), nullptr))); sister1->runAction( RepeatForever::create( Sequence::create( TintTo::create(2, 255, 255, 0), TintTo::create(2, 255, 255, 255), TintTo::create(2, 0, 255, 255), TintTo::create(2, 255, 255, 255), TintTo::create(2, 255, 0, 255), TintTo::create(2, 255, 255, 255), DelayTime::create(1), nullptr))); } std::string LayerTestCascadingColorC::subtitle() const { return "CCLayerColor: non-cascading color"; } //------------------------------------------------------------------ // // LayerTest1 // //------------------------------------------------------------------ void LayerTest1::onEnter() { LayerTest::onEnter(); auto listener = EventListenerTouchAllAtOnce::create(); listener->onTouchesBegan = CC_CALLBACK_2(LayerTest1::onTouchesBegan, this); listener->onTouchesMoved = CC_CALLBACK_2(LayerTest1::onTouchesMoved, this); listener->onTouchesEnded = CC_CALLBACK_2(LayerTest1::onTouchesEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); auto s = Director::getInstance()->getWinSize(); auto layer = LayerColor::create( Color4B(0xFF, 0x00, 0x00, 0x80), 200, 200); layer->ignoreAnchorPointForPosition(false); layer->setPosition( Vec2(s.width/2, s.height/2) ); addChild(layer, 1, kTagLayer); } void LayerTest1::updateSize(Vec2 &touchLocation) { auto s = Director::getInstance()->getWinSize(); auto newSize = Size( fabs(touchLocation.x - s.width/2)*2, fabs(touchLocation.y - s.height/2)*2); auto l = (LayerColor*) getChildByTag(kTagLayer); l->setContentSize( newSize ); } void LayerTest1::onTouchesBegan(const std::vector& touches, Event *event) { onTouchesMoved(touches, event); } void LayerTest1::onTouchesMoved(const std::vector& touches, Event *event) { auto touchLocation = touches[0]->getLocation(); updateSize(touchLocation); } void LayerTest1::onTouchesEnded(const std::vector& touches, Event *event) { onTouchesMoved(touches, event); } std::string LayerTest1::subtitle() const { return "ColorLayer resize (tap & move)"; } //------------------------------------------------------------------ // // LayerTest2 // //------------------------------------------------------------------ void LayerTest2::onEnter() { LayerTest::onEnter(); auto s = Director::getInstance()->getWinSize(); auto layer1 = LayerColor::create( Color4B(255, 255, 0, 80), 100, 300); layer1->setPosition(Vec2(s.width/3, s.height/2)); layer1->ignoreAnchorPointForPosition(false); addChild(layer1, 1); auto layer2 = LayerColor::create( Color4B(0, 0, 255, 255), 100, 300); layer2->setPosition(Vec2((s.width/3)*2, s.height/2)); layer2->ignoreAnchorPointForPosition(false); addChild(layer2, 1); auto actionTint = TintBy::create(2, -255, -127, 0); auto actionTintBack = actionTint->reverse(); auto seq1 = Sequence::create( actionTint, actionTintBack, nullptr); layer1->runAction(seq1); auto actionFade = FadeOut::create(2.0f); auto actionFadeBack = actionFade->reverse(); auto seq2 = Sequence::create(actionFade, actionFadeBack, nullptr); layer2->runAction(seq2); } std::string LayerTest2::subtitle() const { return "ColorLayer: fade and tint"; } //------------------------------------------------------------------ // // LayerTestBlend // //------------------------------------------------------------------ LayerTestBlend::LayerTestBlend() { auto s = Director::getInstance()->getWinSize(); auto layer1 = LayerColor::create( Color4B(255, 255, 255, 80) ); auto sister1 = Sprite::create(s_pathSister1); auto sister2 = Sprite::create(s_pathSister2); addChild(sister1); addChild(sister2); addChild(layer1, 100, kTagLayer); sister1->setPosition( Vec2( s.width*1/3, s.height/2) ); sister2->setPosition( Vec2( s.width*2/3, s.height/2) ); schedule( schedule_selector(LayerTestBlend::newBlend), 1.0f); } void LayerTestBlend::newBlend(float dt) { auto layer = (LayerColor*)getChildByTag(kTagLayer); GLenum src; GLenum dst; if( layer->getBlendFunc().dst == GL_ZERO ) { src = GL_SRC_ALPHA; dst = GL_ONE_MINUS_SRC_ALPHA; } else { src = GL_ONE_MINUS_DST_COLOR; dst = GL_ZERO; } BlendFunc bf = {src, dst}; layer->setBlendFunc( bf ); } std::string LayerTestBlend::subtitle() const { return "ColorLayer: blend"; } //------------------------------------------------------------------ // // LayerGradientTest // //------------------------------------------------------------------ LayerGradientTest::LayerGradientTest() { auto layer1 = LayerGradient::create(Color4B(255,0,0,255), Color4B(0,255,0,255), Vec2(0.9f, 0.9f)); addChild(layer1, 0, kTagLayer); auto listener = EventListenerTouchAllAtOnce::create(); listener->onTouchesMoved = CC_CALLBACK_2(LayerGradientTest::onTouchesMoved, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); auto label1 = Label::createWithTTF("Compressed Interpolation: Enabled", "fonts/Marker Felt.ttf", 26); auto label2 = Label::createWithTTF("Compressed Interpolation: Disabled", "fonts/Marker Felt.ttf", 26); auto item1 = MenuItemLabel::create(label1); auto item2 = MenuItemLabel::create(label2); auto item = MenuItemToggle::createWithCallback( CC_CALLBACK_1(LayerGradientTest::toggleItem, this), item1, item2, nullptr); auto menu = Menu::create(item, nullptr); addChild(menu); auto s = Director::getInstance()->getWinSize(); menu->setPosition(Vec2(s.width / 2, 100)); } void LayerGradientTest::toggleItem(Ref *sender) { auto gradient = static_cast( getChildByTag(kTagLayer) ); gradient->setCompressedInterpolation(! gradient->isCompressedInterpolation()); } void LayerGradientTest::onTouchesMoved(const std::vector& touches, Event *event) { auto s = Director::getInstance()->getWinSize(); auto touch = touches[0]; auto start = touch->getLocation(); auto diff = Vec2(s.width/2,s.height/2) - start; diff = diff.getNormalized(); auto gradient = static_cast( getChildByTag(1) ); gradient->setVector(diff); } std::string LayerGradientTest::title() const { return "LayerGradientTest"; } std::string LayerGradientTest::subtitle() const { return "Touch the screen and move your finger"; } //------------------------------------------------------------------ // // LayerGradientTest2 // //------------------------------------------------------------------ LayerGradientTest2::LayerGradientTest2() { auto layer = LayerGradient::create(Color4B(255,0,0,255), Color4B(255,255,0,255)); addChild(layer); } std::string LayerGradientTest2::title() const { return "LayerGradientTest 2"; } std::string LayerGradientTest2::subtitle() const { return "You should see a gradient"; } //------------------------------------------------------------------ // // LayerGradientTest3 // //------------------------------------------------------------------ LayerGradientTest3::LayerGradientTest3() { auto layer1 = LayerGradient::create(Color4B(255,0,0,255), Color4B(255,255,0,255)); addChild(layer1); } std::string LayerGradientTest3::title() const { return "LayerGradientTest 3"; } std::string LayerGradientTest3::subtitle() const { return "You should see a gradient"; } // LayerIgnoreAnchorPointPos #define kLayerIgnoreAnchorPoint 1000 void LayerIgnoreAnchorPointPos::onEnter() { LayerTest::onEnter(); auto s = Director::getInstance()->getWinSize(); auto l = LayerColor::create(Color4B(255, 0, 0, 255), 150, 150); l->setAnchorPoint(Vec2(0.5f, 0.5f)); l->setPosition(Vec2( s.width/2, s.height/2)); auto move = MoveBy::create(2, Vec2(100,2)); auto back = (MoveBy *)move->reverse(); auto seq = Sequence::create(move, back, nullptr); l->runAction(RepeatForever::create(seq)); this->addChild(l, 0, kLayerIgnoreAnchorPoint); auto child = Sprite::create("Images/grossini.png"); l->addChild(child); auto lsize = l->getContentSize(); child->setPosition(Vec2(lsize.width/2, lsize.height/2)); auto item = MenuItemFont::create("Toggle ignore anchor point", CC_CALLBACK_1(LayerIgnoreAnchorPointPos::onToggle, this)); auto menu = Menu::create(item, nullptr); this->addChild(menu); menu->setPosition(Vec2(s.width/2, s.height/2)); } void LayerIgnoreAnchorPointPos::onToggle(Ref* pObject) { auto layer = this->getChildByTag(kLayerIgnoreAnchorPoint); bool ignore = layer->isIgnoreAnchorPointForPosition(); layer->ignoreAnchorPointForPosition(! ignore); } std::string LayerIgnoreAnchorPointPos::title() const { return "IgnoreAnchorPoint - Position"; } std::string LayerIgnoreAnchorPointPos::subtitle() const { return "Ignoring Anchor Vec2 for position"; } // LayerIgnoreAnchorPointRot void LayerIgnoreAnchorPointRot::onEnter() { LayerTest::onEnter(); auto s = Director::getInstance()->getWinSize(); auto l = LayerColor::create(Color4B(255, 0, 0, 255), 200, 200); l->setAnchorPoint(Vec2(0.5f, 0.5f)); l->setPosition(Vec2( s.width/2, s.height/2)); this->addChild(l, 0, kLayerIgnoreAnchorPoint); auto rot = RotateBy::create(2, 360); l->runAction(RepeatForever::create(rot)); auto child = Sprite::create("Images/grossini.png"); l->addChild(child); auto lsize = l->getContentSize(); child->setPosition(Vec2(lsize.width/2, lsize.height/2)); auto item = MenuItemFont::create("Toogle ignore anchor point", CC_CALLBACK_1(LayerIgnoreAnchorPointRot::onToggle, this)); auto menu = Menu::create(item, nullptr); this->addChild(menu); menu->setPosition(Vec2(s.width/2, s.height/2)); } void LayerIgnoreAnchorPointRot::onToggle(Ref* pObject) { auto layer = this->getChildByTag(kLayerIgnoreAnchorPoint); bool ignore = layer->isIgnoreAnchorPointForPosition(); layer->ignoreAnchorPointForPosition(! ignore); } std::string LayerIgnoreAnchorPointRot::title() const { return "IgnoreAnchorPoint - Rotation"; } std::string LayerIgnoreAnchorPointRot::subtitle() const { return "Ignoring Anchor Vec2 for rotations"; } // LayerIgnoreAnchorPointScale void LayerIgnoreAnchorPointScale::onEnter() { LayerTest::onEnter(); auto s = Director::getInstance()->getWinSize(); auto l = LayerColor::create(Color4B(255, 0, 0, 255), 200, 200); l->setAnchorPoint(Vec2(0.5f, 1.0f)); l->setPosition(Vec2( s.width/2, s.height/2)); auto scale = ScaleBy::create(2, 2); auto back = (ScaleBy*)scale->reverse(); auto seq = Sequence::create(scale, back, nullptr); l->runAction(RepeatForever::create(seq)); this->addChild(l, 0, kLayerIgnoreAnchorPoint); auto child = Sprite::create("Images/grossini.png"); l->addChild(child); auto lsize = l->getContentSize(); child->setPosition(Vec2(lsize.width/2, lsize.height/2)); auto item = MenuItemFont::create("Toogle ignore anchor point", CC_CALLBACK_1(LayerIgnoreAnchorPointScale::onToggle, this)); auto menu = Menu::create(item, nullptr); this->addChild(menu); menu->setPosition(Vec2(s.width/2, s.height/2)); } void LayerIgnoreAnchorPointScale::onToggle(Ref* pObject) { auto layer = this->getChildByTag(kLayerIgnoreAnchorPoint); bool ignore = layer->isIgnoreAnchorPointForPosition(); layer->ignoreAnchorPointForPosition(! ignore); } std::string LayerIgnoreAnchorPointScale::title() const { return "IgnoreAnchorPoint - Scale"; } std::string LayerIgnoreAnchorPointScale::subtitle() const { return "Ignoring Anchor Vec2 for scale"; } void LayerTestScene::runThisTest() { sceneIdx = -1; auto layer = nextAction(); addChild(layer); Director::getInstance()->replaceScene(this); } LayerExtendedBlendOpacityTest::LayerExtendedBlendOpacityTest() { auto layer1 = LayerGradient::create(Color4B(255, 0, 0, 255), Color4B(255, 0, 255, 255)); layer1->setContentSize(Size(80, 80)); layer1->setPosition(Vec2(50,50)); addChild(layer1); auto layer2 = LayerGradient::create(Color4B(0, 0, 0, 127), Color4B(255, 255, 255, 127)); layer2->setContentSize(Size(80, 80)); layer2->setPosition(Vec2(100,90)); addChild(layer2); auto layer3 = LayerGradient::create(); layer3->setContentSize(Size(80, 80)); layer3->setPosition(Vec2(150,140)); layer3->setStartColor(Color3B(255, 0, 0)); layer3->setEndColor(Color3B(255, 0, 255)); layer3->setStartOpacity(255); layer3->setEndOpacity(255); layer3->setBlendFunc( BlendFunc::ALPHA_NON_PREMULTIPLIED ); addChild(layer3); } std::string LayerExtendedBlendOpacityTest::title() const { return "Extended Blend & Opacity"; } std::string LayerExtendedBlendOpacityTest::subtitle() const { return "You should see 3 layers"; } // LayerBug3162A void LayerBug3162A::onEnter() { LayerTest::onEnter(); Size size = VisibleRect::getVisibleRect().size; size.width = size.width / 2; size.height = size.height / 3; Color4B color[3] = {Color4B(255, 0, 0, 255), Color4B(0, 255, 0, 255), Color4B(0, 0, 255, 255)}; for (int i = 0; i < 3; ++i) { _layer[i] = LayerColor::create(color[i]); _layer[i]->setContentSize(size); _layer[i]->setPosition(Vec2(size.width/2, size.height/2) - Vec2(20, 20)); _layer[i]->setOpacity(150); _layer[i]->setCascadeOpacityEnabled(true); if (i > 0) { _layer[i-1]->addChild(_layer[i]); } } this->addChild(_layer[0]); schedule(schedule_selector(LayerBug3162A::step), 0.5, kRepeatForever, 0); } void LayerBug3162A::step(float dt) { _layer[0]->setCascadeOpacityEnabled(!_layer[0]->isCascadeOpacityEnabled()); } std::string LayerBug3162A::title() const { return "Bug 3162 red layer cascade opacity eable/disable"; } std::string LayerBug3162A::subtitle() const { return "g and b layer opacity is effected/diseffected with r layer"; } // LayerBug3162B void LayerBug3162B::onEnter() { LayerTest::onEnter(); Size size = VisibleRect::getVisibleRect().size; size.width = size.width / 2; size.height = size.height / 3; Color4B color[3] = {Color4B(200, 0, 0, 255), Color4B(150, 0, 0, 255), Color4B(100, 0, 0, 255)}; for (int i = 0; i < 3; ++i) { _layer[i] = LayerColor::create(color[i]); _layer[i]->setContentSize(size); _layer[i]->setPosition(Vec2(size.width/2, size.height/2) - Vec2(20, 20)); //_layer[i]->setOpacity(150); if (i > 0) { _layer[i-1]->addChild(_layer[i]); } } this->addChild(_layer[0]); _layer[0]->setCascadeColorEnabled(true); _layer[1]->setCascadeColorEnabled(true); _layer[2]->setCascadeColorEnabled(true); schedule(schedule_selector(LayerBug3162B::step), 0.5, kRepeatForever, 0); } void LayerBug3162B::step(float dt) { _layer[0]->setCascadeColorEnabled(!_layer[0]->isCascadeColorEnabled()); } std::string LayerBug3162B::title() const { return "Bug 3162 bottom layer cascade color eable/disable"; } std::string LayerBug3162B::subtitle() const { return "u and m layer color is effected/diseffected with b layer"; } std::string LayerColorOccludeBug::title() const { return "Layer Color Occlude Bug Test"; } std::string LayerColorOccludeBug::subtitle() const { return "Layer Color Should not occlude titles and any sprites"; } void LayerColorOccludeBug::onEnter() { LayerTest::onEnter(); Director::getInstance()->setDepthTest(true); _layer = LayerColor::create(Color4B(0, 80, 95, 255)); addChild(_layer); } void LayerColorOccludeBug::onExit() { LayerTest::onExit(); Director::getInstance()->setDepthTest(false); }