mirror of https://github.com/axmolengine/axmol.git
56 lines
2.0 KiB
Plaintext
56 lines
2.0 KiB
Plaintext
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namespace cocos2d {
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typedef enum eImageFormat
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{
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kCCImageFormatJPG = 0,
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kCCImageFormatPNG = 1,
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kCCImageFormatRawData = 2
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} tImageFormat;
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class CCRenderTexture : public CCNode
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{
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/** The CCSprite being used.
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The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA.
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The blending function can be changed in runtime by calling:
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- [[renderTexture sprite] setBlendFunc:(ccBlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}];
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*/
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CCSprite* getSprite();
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void setSprite(CCSprite* psprite);
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CCRenderTexture();
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~CCRenderTexture();
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/** creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid */
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static CCRenderTexture * renderTextureWithWidthAndHeight(int w, int h, CCTexture2DPixelFormat eFormat);
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/** creates a RenderTexture object with width and height in Points, pixel format is RGBA8888 */
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static CCRenderTexture * renderTextureWithWidthAndHeight(int w, int h);
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/** initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid */
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bool initWithWidthAndHeight(int w, int h, CCTexture2DPixelFormat eFormat);
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/** starts grabbing */
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void begin();
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/** starts rendering to the texture while clearing the texture first.
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This is more efficient then calling -clear first and then -begin */
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void beginWithClear(float r, float g, float b, float a);
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/** ends grabbing */
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void endToLua();
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/** clears the texture with a color */
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void clear(float r, float g, float b, float a);
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/** saves the texture into a file */
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bool saveBuffer(const char *name);
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/** saves the texture into a file. The format can be JPG or PNG */
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bool saveBuffer(const char *name, int format);
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/* get buffer as UIImage, can only save a render buffer which has a RGBA8888 pixel format */
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CCData *getUIImageAsDataFromBuffer(int format);
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};
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} // namespace cocos2d
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