/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software * Copyright (c) 2012 cocos2d-x.org * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ /* * Code copied & pasted from SpacePatrol game https://github.com/slembcke/SpacePatrol * * Renamed and added some changes for cocos2d * */ #ifndef __CCDRAWNODES_CCDRAW_NODE_H__ #define __CCDRAWNODES_CCDRAW_NODE_H__ #include "CCNode.h" #include "ccTypes.h" NS_CC_BEGIN /** DrawNode Node that draws dots, segments and polygons. Faster than the "drawing primitives" since they it draws everything in one single batch. @since v2.1 */ class CC_DLL DrawNode : public Node { public: /** creates and initialize a DrawNode node */ static DrawNode* create(); /** * @js ctor */ DrawNode(); /** * @js NA * @lua NA */ virtual ~DrawNode(); virtual bool init(); /** draw a dot at a position, with a given radius and color */ void drawDot(const Point &pos, float radius, const Color4F &color); /** draw a segment with a radius and color */ void drawSegment(const Point &from, const Point &to, float radius, const Color4F &color); /** draw a polygon with a fill color and line color * @code * When this function bound into js or lua,the parameter will be changed * In js: var drawPolygon(var Arrayofpoints, var fillColor, var width, var borderColor) * In lua:local drawPolygon(local pointTable,local tableCount,local fillColor,local width,local borderColor) * @endcode */ void drawPolygon(Point *verts, long count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor); /** Clear the geometry in the node's buffer. */ void clear(); /** * @js NA * @lua NA */ const BlendFunc& getBlendFunc() const; /** * @code * When this function bound into js or lua,the parameter will be changed * In js: var setBlendFunc(var src, var dst) * @endcode * @lua NA */ void setBlendFunc(const BlendFunc &blendFunc); /** listen the event that coming to foreground on Android * @js NA * @lua NA */ void listenBackToForeground(Object *obj); // Overrides virtual void draw() override; protected: void ensureCapacity(long count); void render(); GLuint _vao; GLuint _vbo; long _bufferCapacity; GLsizei _bufferCount; V2F_C4B_T2F *_buffer; BlendFunc _blendFunc; bool _dirty; }; NS_CC_END #endif // __CCDRAWNODES_CCDRAW_NODE_H__