axmol/tools/tolua++/CCRenderTexture.pkg

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