#include "FUISprite.h" NS_FGUI_BEGIN USING_NS_CC; #define kProgressTextureCoordsCount 4 // kProgressTextureCoords holds points {0,1} {0,0} {1,0} {1,1} we can represent it as bits const char kProgressTextureCoords = 0x4b; Texture2D* FUISprite::_empty = nullptr; FUISprite::FUISprite() : _fillMethod(FillMethod::None), _fillOrigin(FillOrigin::Left), _fillAmount(0), _fillClockwise(false), _vertexDataCount(0), _vertexData(nullptr), _vertexIndex(nullptr), _scaleByTile(false) { } FUISprite::~FUISprite() { CC_SAFE_FREE(_vertexData); CC_SAFE_FREE(_vertexIndex); } void FUISprite::clearContent() { setTexture(nullptr); CC_SAFE_RELEASE_NULL(_spriteFrame); setCenterRectNormalized(Rect(0, 0, 1, 1)); _empty = _texture; } void FUISprite::setScale9Grid(Rect* value) { if (value == nullptr) { setCenterRectNormalized(Rect(0, 0, 1, 1)); return; } Rect insets = *value; // When Insets == Zero --> we should use a 1/3 of its untrimmed size if (insets.equals(Rect::ZERO)) { insets = Rect(_originalContentSize.width / 3.0f, _originalContentSize.height / 3.0f, _originalContentSize.width / 3.0f, _originalContentSize.height / 3.0f); } // emulate invalid insets. shouldn't be supported, but the original code supported it. if (insets.origin.x > _originalContentSize.width) insets.origin.x = 0; if (insets.origin.y > _originalContentSize.height) insets.origin.y = 0; if (insets.size.width > _originalContentSize.width) insets.size.width = 1; if (insets.size.height > _originalContentSize.height) insets.size.height = 1; // we have to convert from untrimmed to trimmed // Sprite::setCenterRect is using trimmed values (to be compatible with Cocos Creator) // Scale9Sprite::setCapInsects uses untrimmed values (which makes more sense) // use _rect coordinates. recenter origin to calculate the // intersecting rectangle // can't use _offsetPosition since it is calculated using bottom-left as origin, // and the center rect is calculated using top-left insets.origin.x -= (_originalContentSize.width - _rect.size.width) / 2 + _unflippedOffsetPositionFromCenter.x; insets.origin.y -= (_originalContentSize.height - _rect.size.height) / 2 - _unflippedOffsetPositionFromCenter.y; // intersecting rectangle const float x1 = std::max(insets.origin.x, 0.0f); const float y1 = std::max(insets.origin.y, 0.0f); const float x2 = std::min(insets.origin.x + insets.size.width, 0.0f + _rect.size.width); const float y2 = std::min(insets.origin.y + insets.size.height, 0.0f + _rect.size.height); // centerRect uses the trimmed frame origin as 0,0. // so, recenter inset rect insets.setRect(x1, y1, x2 - x1, y2 - y1); // Only update center rect while in slice mode. setCenterRect(insets); } void FUISprite::setScaleByTile(bool value) { _scaleByTile = value; } void FUISprite::setGrayed(bool value) { #if defined(AXIS_VERSION) Sprite::setProgramState(value ? backend::ProgramType::GRAY_SCALE : backend::ProgramType::POSITION_TEXTURE_COLOR); #elif COCOS2D_VERSION >= 0x00040000 auto isETC1 = getTexture() && getTexture()->getAlphaTextureName(); if (value) { Sprite::updateShaders(positionTextureColor_vert, (isETC1)?etc1Gray_frag:grayScale_frag); } else { Sprite::updateShaders(positionTextureColor_vert, (isETC1)?etc1_frag:positionTextureColor_frag); } #else GLProgramState* glState = nullptr; if (value) glState = GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_GRAYSCALE, getTexture()); else glState = GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP, getTexture()); setGLProgramState(glState); #endif } void FUISprite::setFillMethod(FillMethod value) { if (_fillMethod != value) { _fillMethod = value; if (_fillMethod != FillMethod::None) setupFill(); else { CC_SAFE_FREE(_vertexData); CC_SAFE_FREE(_vertexIndex); } } } void FUISprite::setFillOrigin(FillOrigin value) { if (_fillOrigin != value) { _fillOrigin = value; if (_fillMethod != FillMethod::None) setupFill(); } } void FUISprite::setFillClockwise(bool value) { if (_fillClockwise != value) { _fillClockwise = value; if (_fillMethod != FillMethod::None) setupFill(); } } void FUISprite::setFillAmount(float value) { if (_fillAmount != value) { _fillAmount = value; if (_fillMethod != FillMethod::None) setupFill(); } } void FUISprite::setContentSize(const Size& size) { if (_scaleByTile) setTextureRect(Rect(Vec2::ZERO, size)); else Sprite::setContentSize(size); } void FUISprite::setupFill() { if (_fillMethod == FillMethod::Horizontal || _fillMethod == FillMethod::Vertical) updateBar(); else updateRadial(); } //from CCFUISprite.h /// // @returns the vertex position from the texture coordinate /// Tex2F FUISprite::textureCoordFromAlphaPoint(Vec2 alpha) { Tex2F ret(0.0f, 0.0f); V3F_C4B_T2F_Quad quad = getQuad(); Vec2 min(quad.bl.texCoords.u, quad.bl.texCoords.v); Vec2 max(quad.tr.texCoords.u, quad.tr.texCoords.v); // Fix bug #1303 so that progress timer handles sprite frame texture rotation if (isTextureRectRotated()) { std::swap(alpha.x, alpha.y); } return Tex2F(min.x * (1.f - alpha.x) + max.x * alpha.x, min.y * (1.f - alpha.y) + max.y * alpha.y); } Vec3 FUISprite::vertexFromAlphaPoint(Vec2 alpha) { Vec3 ret(0.0f, 0.0f, 0.0f); V3F_C4B_T2F_Quad quad = getQuad(); Vec2 min(quad.bl.vertices.x, quad.bl.vertices.y); Vec2 max(quad.tr.vertices.x, quad.tr.vertices.y); ret.x = min.x * (1.f - alpha.x) + max.x * alpha.x; ret.y = min.y * (1.f - alpha.y) + max.y * alpha.y; return ret; } void FUISprite::updateColor(void) { Sprite::updateColor(); if (_vertexData) { Color4B sc = getQuad().tl.colors; for (int i = 0; i < _vertexDataCount; ++i) { _vertexData[i].colors = sc; } } } /// // Update does the work of mapping the texture onto the triangles // It now doesn't occur the cost of free/alloc data every update cycle. // It also only changes the percentage point but no other points if they have not // been modified. // // It now deals with flipped texture. If you run into this problem, just use the // sprite property and enable the methods flipX, flipY. /// void FUISprite::updateRadial(void) { float angle = 2.f * ((float)M_PI) * (_fillClockwise ? (1.0f - _fillAmount) : _fillAmount); // We find the vector to do a hit detection based on the percentage // We know the first vector is the one @ 12 o'clock (top,mid) so we rotate // from that by the progress angle around the _midpoint pivot Vec2 midpoint(0.5f, 0.5f); Vec2 topMid(0.5f, 1.f); Vec2 percentagePt = topMid.rotateByAngle(midpoint, angle); int index = 0; Vec2 hit; if (_fillAmount == 0.f) { // More efficient since we don't always need to check intersection // If the alpha is zero then the hit point is top mid and the index is 0. hit = topMid; index = 0; } else if (_fillAmount == 1.f) { // More efficient since we don't always need to check intersection // If the alpha is one then the hit point is top mid and the index is 4. hit = topMid; index = 4; } else { // We run a for loop checking the edges of the texture to find the // intersection point // We loop through five points since the top is split in half float min_t = FLT_MAX; for (int i = 0; i <= kProgressTextureCoordsCount; ++i) { int pIndex = (i + (kProgressTextureCoordsCount - 1)) % kProgressTextureCoordsCount; Vec2 edgePtA = boundaryTexCoord(i % kProgressTextureCoordsCount); Vec2 edgePtB = boundaryTexCoord(pIndex); // Remember that the top edge is split in half for the 12 o'clock position // Let's deal with that here by finding the correct endpoints if (i == 0) { edgePtB = edgePtA.lerp(edgePtB, 1 - midpoint.x); } else if (i == 4) { edgePtA = edgePtA.lerp(edgePtB, 1 - midpoint.x); } // s and t are returned by ccpLineIntersect float s = 0, t = 0; if (Vec2::isLineIntersect(edgePtA, edgePtB, midpoint, percentagePt, &s, &t)) { // Since our hit test is on rays we have to deal with the top edge // being in split in half so we have to test as a segment if ((i == 0 || i == 4)) { // s represents the point between edgePtA--edgePtB if (!(0.f <= s && s <= 1.f)) { continue; } } // As long as our t isn't negative we are at least finding a // correct hitpoint from _midpoint to percentagePt. if (t >= 0.f) { // Because the percentage line and all the texture edges are // rays we should only account for the shortest intersection if (t < min_t) { min_t = t; index = i; } } } } // Now that we have the minimum magnitude we can use that to find our intersection hit = midpoint + ((percentagePt - midpoint) * min_t); } // The size of the vertex data is the index from the hitpoint // the 3 is for the _midpoint, 12 o'clock point and hitpoint position. bool sameIndexCount = true; int triangleCount = 0; if (_vertexDataCount != index + 3) { sameIndexCount = false; CC_SAFE_FREE(_vertexData); CC_SAFE_FREE(_vertexIndex); _vertexDataCount = 0; } if (!_vertexData) { _vertexDataCount = index + 3; triangleCount = _vertexDataCount - 2; _vertexData = (V3F_C4B_T2F*)malloc(_vertexDataCount * sizeof(*_vertexData)); _vertexIndex = (unsigned short *)malloc(triangleCount * 3 * sizeof(*_vertexIndex)); CCASSERT(_vertexData, "FUISprite. Not enough memory"); } else { triangleCount = _vertexDataCount - 2; } updateColor(); if (!sameIndexCount) { // First we populate the array with the _midpoint, then all // vertices/texcoords/colors of the 12 'o clock start and edges and the hitpoint _vertexData[0].texCoords = textureCoordFromAlphaPoint(midpoint); _vertexData[0].vertices = vertexFromAlphaPoint(midpoint); _vertexData[1].texCoords = textureCoordFromAlphaPoint(topMid); _vertexData[1].vertices = vertexFromAlphaPoint(topMid); for (int i = 0; i < index; ++i) { Vec2 alphaPoint = boundaryTexCoord(i); _vertexData[i + 2].texCoords = textureCoordFromAlphaPoint(alphaPoint); _vertexData[i + 2].vertices = vertexFromAlphaPoint(alphaPoint); } } // hitpoint will go last _vertexData[_vertexDataCount - 1].texCoords = textureCoordFromAlphaPoint(hit); _vertexData[_vertexDataCount - 1].vertices = vertexFromAlphaPoint(hit); for (int i = 0; i < triangleCount; i++) { _vertexIndex[i * 3] = 0; _vertexIndex[i * 3 + 1] = i + 1; _vertexIndex[i * 3 + 2] = i + 2; } _fillTriangles.verts = _vertexData; _fillTriangles.vertCount = _vertexDataCount; _fillTriangles.indices = _vertexIndex; _fillTriangles.indexCount = triangleCount * 3; } /// // Update does the work of mapping the texture onto the triangles for the bar // It now doesn't occur the cost of free/alloc data every update cycle. // It also only changes the percentage point but no other points if they have not // been modified. // // It now deals with flipped texture. If you run into this problem, just use the // sprite property and enable the methods flipX, flipY. /// void FUISprite::updateBar(void) { Vec2 min, max; if (_fillMethod == FillMethod::Horizontal) { if (_fillOrigin == FillOrigin::Left || _fillOrigin == FillOrigin::Top) { min = Vec2(0, 0); max = Vec2(_fillAmount, 1); } else { min = Vec2(1 - _fillAmount, 0); max = Vec2(1, 1); } } else { if (_fillOrigin == FillOrigin::Left || _fillOrigin == FillOrigin::Top) { min = Vec2(0, 1 - _fillAmount); max = Vec2(1, 1); } else { min = Vec2(0, 0); max = Vec2(1, _fillAmount); } } if (!_vertexData) { _vertexDataCount = 4; _vertexData = (V3F_C4B_T2F*)malloc(_vertexDataCount * sizeof(*_vertexData)); _vertexIndex = (unsigned short*)malloc(6 * sizeof(*_vertexIndex)); CCASSERT(_vertexData, "FUISprite. Not enough memory"); } // TOPLEFT _vertexData[0].texCoords = textureCoordFromAlphaPoint(Vec2(min.x, max.y)); _vertexData[0].vertices = vertexFromAlphaPoint(Vec2(min.x, max.y)); // BOTLEFT _vertexData[1].texCoords = textureCoordFromAlphaPoint(Vec2(min.x, min.y)); _vertexData[1].vertices = vertexFromAlphaPoint(Vec2(min.x, min.y)); // TOPRIGHT _vertexData[2].texCoords = textureCoordFromAlphaPoint(Vec2(max.x, max.y)); _vertexData[2].vertices = vertexFromAlphaPoint(Vec2(max.x, max.y)); // BOTRIGHT _vertexData[3].texCoords = textureCoordFromAlphaPoint(Vec2(max.x, min.y)); _vertexData[3].vertices = vertexFromAlphaPoint(Vec2(max.x, min.y)); _vertexIndex[0] = 0; _vertexIndex[1] = 1; _vertexIndex[2] = 2; _vertexIndex[3] = 2; _vertexIndex[4] = 1; _vertexIndex[5] = 3; _fillTriangles.verts = _vertexData; _fillTriangles.vertCount = 4; _fillTriangles.indices = _vertexIndex; _fillTriangles.indexCount = 6; updateColor(); } Vec2 FUISprite::boundaryTexCoord(char index) { if (index < kProgressTextureCoordsCount) { if (!_fillClockwise) { return Vec2((kProgressTextureCoords >> (7 - (index << 1))) & 1, (kProgressTextureCoords >> (7 - ((index << 1) + 1))) & 1); } else { return Vec2((kProgressTextureCoords >> ((index << 1) + 1)) & 1, (kProgressTextureCoords >> (index << 1)) & 1); } } return Vec2::ZERO; } void FUISprite::draw(cocos2d::Renderer* renderer, const cocos2d::Mat4& transform, uint32_t flags) { if (_texture == _empty) return; if (_fillMethod == FillMethod::None) Sprite::draw(renderer, transform, flags); else { #if COCOS2D_VERSION >= 0x00040000 setMVPMatrixUniform(); #endif #if CC_USE_CULLING // Don't calculate the culling if the transform was not updated auto visitingCamera = Camera::getVisitingCamera(); auto defaultCamera = Camera::getDefaultCamera(); if (visitingCamera == nullptr) { _insideBounds = true; } else if (visitingCamera == defaultCamera) { _insideBounds = ((flags & FLAGS_TRANSFORM_DIRTY) || visitingCamera->isViewProjectionUpdated()) ? renderer->checkVisibility(transform, _contentSize) : _insideBounds; } else { // XXX: this always return true since _insideBounds = renderer->checkVisibility(transform, _contentSize); } if(_insideBounds) #endif { _trianglesCommand.init(_globalZOrder, _texture, #if COCOS2D_VERSION < 0x00040000 getGLProgramState(), #endif _blendFunc, _fillTriangles, transform, flags); renderer->addCommand(&_trianglesCommand); } } } NS_FGUI_END