mirror of https://github.com/axmolengine/axmol.git
565 lines
18 KiB
C++
565 lines
18 KiB
C++
/****************************************************************************
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Copyright (c) 2010 Lam Pham
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2014 Chukong Technologies Inc
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "CCProgressTimer.h"
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#include "ccMacros.h"
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#include "CCTextureCache.h"
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#include "CCGLProgram.h"
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#include "CCShaderCache.h"
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#include "ccGLStateCache.h"
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#include "CCDirector.h"
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#include "TransformUtils.h"
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#include "CCDrawingPrimitives.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCCustomCommand.h"
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// extern
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#include <float.h>
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NS_CC_BEGIN
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#define kProgressTextureCoordsCount 4
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// kProgressTextureCoords holds points {0,1} {0,0} {1,0} {1,1} we can represent it as bits
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const char kProgressTextureCoords = 0x4b;
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ProgressTimer::ProgressTimer()
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:_type(Type::RADIAL)
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,_midpoint(0,0)
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,_barChangeRate(0,0)
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,_percentage(0.0f)
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,_sprite(nullptr)
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,_vertexDataCount(0)
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,_vertexData(nullptr)
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,_reverseDirection(false)
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{}
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ProgressTimer* ProgressTimer::create(Sprite* sp)
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{
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ProgressTimer *progressTimer = new ProgressTimer();
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if (progressTimer->initWithSprite(sp))
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{
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progressTimer->autorelease();
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}
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else
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{
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delete progressTimer;
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progressTimer = nullptr;
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}
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return progressTimer;
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}
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bool ProgressTimer::initWithSprite(Sprite* sp)
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{
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setPercentage(0.0f);
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_vertexData = nullptr;
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_vertexDataCount = 0;
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setAnchorPoint(Vector2(0.5f,0.5f));
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_type = Type::RADIAL;
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_reverseDirection = false;
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setMidpoint(Vector2(0.5f, 0.5f));
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setBarChangeRate(Vector2(1,1));
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setSprite(sp);
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// shader program
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setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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return true;
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}
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ProgressTimer::~ProgressTimer(void)
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{
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CC_SAFE_FREE(_vertexData);
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CC_SAFE_RELEASE(_sprite);
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}
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void ProgressTimer::setPercentage(float percentage)
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{
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if (_percentage != percentage)
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{
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_percentage = clampf(percentage, 0, 100);
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updateProgress();
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}
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}
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void ProgressTimer::setSprite(Sprite *sprite)
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{
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if (_sprite != sprite)
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{
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CC_SAFE_RETAIN(sprite);
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CC_SAFE_RELEASE(_sprite);
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_sprite = sprite;
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setContentSize(_sprite->getContentSize());
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// Every time we set a new sprite, we free the current vertex data
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if (_vertexData)
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{
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CC_SAFE_FREE(_vertexData);
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_vertexDataCount = 0;
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}
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}
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}
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void ProgressTimer::setType(Type type)
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{
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if (type != _type)
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{
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// release all previous information
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if (_vertexData)
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{
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CC_SAFE_FREE(_vertexData);
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_vertexData = nullptr;
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_vertexDataCount = 0;
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}
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_type = type;
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}
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}
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void ProgressTimer::setReverseProgress(bool reverse)
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{
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if( _reverseDirection != reverse ) {
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_reverseDirection = reverse;
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// release all previous information
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CC_SAFE_FREE(_vertexData);
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_vertexDataCount = 0;
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}
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}
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// Interval
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///
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// @returns the vertex position from the texture coordinate
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///
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Tex2F ProgressTimer::textureCoordFromAlphaPoint(Vector2 alpha)
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{
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Tex2F ret(0.0f, 0.0f);
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if (!_sprite) {
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return ret;
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}
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V3F_C4B_T2F_Quad quad = _sprite->getQuad();
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Vector2 min = Vector2(quad.bl.texCoords.u,quad.bl.texCoords.v);
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Vector2 max = Vector2(quad.tr.texCoords.u,quad.tr.texCoords.v);
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// Fix bug #1303 so that progress timer handles sprite frame texture rotation
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if (_sprite->isTextureRectRotated()) {
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CC_SWAP(alpha.x, alpha.y, float);
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}
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return Tex2F(min.x * (1.f - alpha.x) + max.x * alpha.x, min.y * (1.f - alpha.y) + max.y * alpha.y);
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}
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Vector2 ProgressTimer::vertexFromAlphaPoint(Vector2 alpha)
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{
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Vector2 ret(0.0f, 0.0f);
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if (!_sprite) {
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return ret;
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}
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V3F_C4B_T2F_Quad quad = _sprite->getQuad();
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Vector2 min = Vector2(quad.bl.vertices.x,quad.bl.vertices.y);
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Vector2 max = Vector2(quad.tr.vertices.x,quad.tr.vertices.y);
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ret.x = min.x * (1.f - alpha.x) + max.x * alpha.x;
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ret.y = min.y * (1.f - alpha.y) + max.y * alpha.y;
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return ret;
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}
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void ProgressTimer::updateColor(void)
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{
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if (!_sprite) {
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return;
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}
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if (_vertexData)
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{
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Color4B sc = _sprite->getQuad().tl.colors;
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for (int i = 0; i < _vertexDataCount; ++i)
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{
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_vertexData[i].colors = sc;
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}
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}
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}
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void ProgressTimer::updateProgress(void)
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{
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switch (_type)
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{
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case Type::RADIAL:
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updateRadial();
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break;
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case Type::BAR:
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updateBar();
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break;
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default:
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break;
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}
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}
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void ProgressTimer::setAnchorPoint(const Vector2& anchorPoint)
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{
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Node::setAnchorPoint(anchorPoint);
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}
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Vector2 ProgressTimer::getMidpoint() const
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{
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return _midpoint;
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}
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void ProgressTimer::setColor(const Color3B &color)
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{
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_sprite->setColor(color);
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updateColor();
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}
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const Color3B& ProgressTimer::getColor() const
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{
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return _sprite->getColor();
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}
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void ProgressTimer::setOpacity(GLubyte opacity)
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{
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_sprite->setOpacity(opacity);
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updateColor();
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}
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GLubyte ProgressTimer::getOpacity() const
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{
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return _sprite->getOpacity();
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}
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void ProgressTimer::setMidpoint(const Vector2& midPoint)
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{
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_midpoint = midPoint.getClampPoint(Vector2::ZERO, Vector2(1, 1));
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}
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///
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// Update does the work of mapping the texture onto the triangles
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// It now doesn't occur the cost of free/alloc data every update cycle.
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// It also only changes the percentage point but no other points if they have not
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// been modified.
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//
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// It now deals with flipped texture. If you run into this problem, just use the
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// sprite property and enable the methods flipX, flipY.
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///
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void ProgressTimer::updateRadial(void)
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{
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if (!_sprite) {
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return;
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}
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float alpha = _percentage / 100.f;
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float angle = 2.f*((float)M_PI) * ( _reverseDirection ? alpha : 1.0f - alpha);
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// We find the vector to do a hit detection based on the percentage
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// We know the first vector is the one @ 12 o'clock (top,mid) so we rotate
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// from that by the progress angle around the _midpoint pivot
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Vector2 topMid = Vector2(_midpoint.x, 1.f);
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Vector2 percentagePt = topMid.rotateByAngle(_midpoint, angle);
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int index = 0;
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Vector2 hit = Vector2::ZERO;
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if (alpha == 0.f) {
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// More efficient since we don't always need to check intersection
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// If the alpha is zero then the hit point is top mid and the index is 0.
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hit = topMid;
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index = 0;
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} else if (alpha == 1.f) {
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// More efficient since we don't always need to check intersection
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// If the alpha is one then the hit point is top mid and the index is 4.
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hit = topMid;
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index = 4;
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} else {
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// We run a for loop checking the edges of the texture to find the
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// intersection point
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// We loop through five points since the top is split in half
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float min_t = FLT_MAX;
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for (int i = 0; i <= kProgressTextureCoordsCount; ++i) {
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int pIndex = (i + (kProgressTextureCoordsCount - 1))%kProgressTextureCoordsCount;
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Vector2 edgePtA = boundaryTexCoord(i % kProgressTextureCoordsCount);
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Vector2 edgePtB = boundaryTexCoord(pIndex);
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// Remember that the top edge is split in half for the 12 o'clock position
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// Let's deal with that here by finding the correct endpoints
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if(i == 0){
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edgePtB = edgePtA.lerp(edgePtB, 1-_midpoint.x);
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} else if(i == 4){
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edgePtA = edgePtA.lerp(edgePtB, 1-_midpoint.x);
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}
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// s and t are returned by ccpLineIntersect
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float s = 0, t = 0;
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if(Vector2::isLineIntersect(edgePtA, edgePtB, _midpoint, percentagePt, &s, &t))
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{
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// Since our hit test is on rays we have to deal with the top edge
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// being in split in half so we have to test as a segment
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if ((i == 0 || i == 4)) {
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// s represents the point between edgePtA--edgePtB
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if (!(0.f <= s && s <= 1.f)) {
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continue;
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}
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}
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// As long as our t isn't negative we are at least finding a
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// correct hitpoint from _midpoint to percentagePt.
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if (t >= 0.f) {
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// Because the percentage line and all the texture edges are
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// rays we should only account for the shortest intersection
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if (t < min_t) {
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min_t = t;
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index = i;
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}
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}
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}
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}
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// Now that we have the minimum magnitude we can use that to find our intersection
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hit = _midpoint+ ((percentagePt - _midpoint) * min_t);
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}
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// The size of the vertex data is the index from the hitpoint
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// the 3 is for the _midpoint, 12 o'clock point and hitpoint position.
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bool sameIndexCount = true;
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if(_vertexDataCount != index + 3){
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sameIndexCount = false;
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CC_SAFE_FREE(_vertexData);
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_vertexDataCount = 0;
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}
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if(!_vertexData) {
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_vertexDataCount = index + 3;
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_vertexData = (V2F_C4B_T2F*)malloc(_vertexDataCount * sizeof(V2F_C4B_T2F));
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CCASSERT( _vertexData, "CCProgressTimer. Not enough memory");
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}
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updateColor();
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if (!sameIndexCount) {
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// First we populate the array with the _midpoint, then all
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// vertices/texcoords/colors of the 12 'o clock start and edges and the hitpoint
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_vertexData[0].texCoords = textureCoordFromAlphaPoint(_midpoint);
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_vertexData[0].vertices = vertexFromAlphaPoint(_midpoint);
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_vertexData[1].texCoords = textureCoordFromAlphaPoint(topMid);
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_vertexData[1].vertices = vertexFromAlphaPoint(topMid);
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for(int i = 0; i < index; ++i){
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Vector2 alphaPoint = boundaryTexCoord(i);
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_vertexData[i+2].texCoords = textureCoordFromAlphaPoint(alphaPoint);
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_vertexData[i+2].vertices = vertexFromAlphaPoint(alphaPoint);
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}
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}
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// hitpoint will go last
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_vertexData[_vertexDataCount - 1].texCoords = textureCoordFromAlphaPoint(hit);
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_vertexData[_vertexDataCount - 1].vertices = vertexFromAlphaPoint(hit);
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}
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///
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// Update does the work of mapping the texture onto the triangles for the bar
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// It now doesn't occur the cost of free/alloc data every update cycle.
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// It also only changes the percentage point but no other points if they have not
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// been modified.
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//
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// It now deals with flipped texture. If you run into this problem, just use the
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// sprite property and enable the methods flipX, flipY.
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///
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void ProgressTimer::updateBar(void)
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{
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if (!_sprite) {
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return;
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}
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float alpha = _percentage / 100.0f;
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Vector2 alphaOffset = Vector2(1.0f * (1.0f - _barChangeRate.x) + alpha * _barChangeRate.x, 1.0f * (1.0f - _barChangeRate.y) + alpha * _barChangeRate.y) * 0.5f;
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Vector2 min = _midpoint - alphaOffset;
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Vector2 max = _midpoint + alphaOffset;
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if (min.x < 0.f) {
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max.x += -min.x;
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min.x = 0.f;
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}
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if (max.x > 1.f) {
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min.x -= max.x - 1.f;
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max.x = 1.f;
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}
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if (min.y < 0.f) {
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max.y += -min.y;
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min.y = 0.f;
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}
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if (max.y > 1.f) {
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min.y -= max.y - 1.f;
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max.y = 1.f;
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}
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if (!_reverseDirection) {
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if(!_vertexData) {
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_vertexDataCount = 4;
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_vertexData = (V2F_C4B_T2F*)malloc(_vertexDataCount * sizeof(V2F_C4B_T2F));
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CCASSERT( _vertexData, "CCProgressTimer. Not enough memory");
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}
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// TOPLEFT
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_vertexData[0].texCoords = textureCoordFromAlphaPoint(Vector2(min.x,max.y));
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_vertexData[0].vertices = vertexFromAlphaPoint(Vector2(min.x,max.y));
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// BOTLEFT
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_vertexData[1].texCoords = textureCoordFromAlphaPoint(Vector2(min.x,min.y));
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_vertexData[1].vertices = vertexFromAlphaPoint(Vector2(min.x,min.y));
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// TOPRIGHT
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_vertexData[2].texCoords = textureCoordFromAlphaPoint(Vector2(max.x,max.y));
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_vertexData[2].vertices = vertexFromAlphaPoint(Vector2(max.x,max.y));
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// BOTRIGHT
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_vertexData[3].texCoords = textureCoordFromAlphaPoint(Vector2(max.x,min.y));
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_vertexData[3].vertices = vertexFromAlphaPoint(Vector2(max.x,min.y));
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} else {
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if(!_vertexData) {
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_vertexDataCount = 8;
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_vertexData = (V2F_C4B_T2F*)malloc(_vertexDataCount * sizeof(V2F_C4B_T2F));
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CCASSERT( _vertexData, "CCProgressTimer. Not enough memory");
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// TOPLEFT 1
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_vertexData[0].texCoords = textureCoordFromAlphaPoint(Vector2(0,1));
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_vertexData[0].vertices = vertexFromAlphaPoint(Vector2(0,1));
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// BOTLEFT 1
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_vertexData[1].texCoords = textureCoordFromAlphaPoint(Vector2(0,0));
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_vertexData[1].vertices = vertexFromAlphaPoint(Vector2(0,0));
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// TOPRIGHT 2
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_vertexData[6].texCoords = textureCoordFromAlphaPoint(Vector2(1,1));
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_vertexData[6].vertices = vertexFromAlphaPoint(Vector2(1,1));
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// BOTRIGHT 2
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_vertexData[7].texCoords = textureCoordFromAlphaPoint(Vector2(1,0));
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_vertexData[7].vertices = vertexFromAlphaPoint(Vector2(1,0));
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}
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// TOPRIGHT 1
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_vertexData[2].texCoords = textureCoordFromAlphaPoint(Vector2(min.x,max.y));
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_vertexData[2].vertices = vertexFromAlphaPoint(Vector2(min.x,max.y));
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// BOTRIGHT 1
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_vertexData[3].texCoords = textureCoordFromAlphaPoint(Vector2(min.x,min.y));
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_vertexData[3].vertices = vertexFromAlphaPoint(Vector2(min.x,min.y));
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// TOPLEFT 2
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_vertexData[4].texCoords = textureCoordFromAlphaPoint(Vector2(max.x,max.y));
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_vertexData[4].vertices = vertexFromAlphaPoint(Vector2(max.x,max.y));
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// BOTLEFT 2
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_vertexData[5].texCoords = textureCoordFromAlphaPoint(Vector2(max.x,min.y));
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_vertexData[5].vertices = vertexFromAlphaPoint(Vector2(max.x,min.y));
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}
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updateColor();
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}
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Vector2 ProgressTimer::boundaryTexCoord(char index)
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{
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if (index < kProgressTextureCoordsCount) {
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if (_reverseDirection) {
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return Vector2((kProgressTextureCoords>>(7-(index<<1)))&1,(kProgressTextureCoords>>(7-((index<<1)+1)))&1);
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} else {
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return Vector2((kProgressTextureCoords>>((index<<1)+1))&1,(kProgressTextureCoords>>(index<<1))&1);
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}
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}
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return Vector2::ZERO;
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}
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void ProgressTimer::onDraw(const Matrix &transform, bool transformUpdated)
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{
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getShaderProgram()->use();
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getShaderProgram()->setUniformsForBuiltins(transform);
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GL::blendFunc( _sprite->getBlendFunc().src, _sprite->getBlendFunc().dst );
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GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX );
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GL::bindTexture2D( _sprite->getTexture()->getName() );
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#ifdef EMSCRIPTEN
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setGLBufferData((void*) _vertexData, (_vertexDataCount * sizeof(V2F_C4B_T2F)), 0);
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int offset = 0;
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glVertexAttribPointer( GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid*)offset);
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offset += sizeof(Vector2);
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glVertexAttribPointer( GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid*)offset);
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offset += sizeof(Color4B);
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glVertexAttribPointer( GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid*)offset);
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#else
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glVertexAttribPointer( GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(_vertexData[0]) , &_vertexData[0].vertices);
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glVertexAttribPointer( GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, sizeof(_vertexData[0]), &_vertexData[0].texCoords);
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glVertexAttribPointer( GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(_vertexData[0]), &_vertexData[0].colors);
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#endif // EMSCRIPTEN
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if(_type == Type::RADIAL)
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{
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glDrawArrays(GL_TRIANGLE_FAN, 0, _vertexDataCount);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,_vertexDataCount);
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}
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else if (_type == Type::BAR)
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{
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if (!_reverseDirection)
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{
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glDrawArrays(GL_TRIANGLE_STRIP, 0, _vertexDataCount);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,_vertexDataCount);
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}
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else
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{
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glDrawArrays(GL_TRIANGLE_STRIP, 0, _vertexDataCount/2);
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glDrawArrays(GL_TRIANGLE_STRIP, 4, _vertexDataCount/2);
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// 2 draw calls
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(2,_vertexDataCount);
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}
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}
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}
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void ProgressTimer::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
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{
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if( ! _vertexData || ! _sprite)
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return;
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_customCommand.init(_globalZOrder);
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_customCommand.func = CC_CALLBACK_0(ProgressTimer::onDraw, this, transform, transformUpdated);
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renderer->addCommand(&_customCommand);
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}
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NS_CC_END
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