mirror of https://github.com/axmolengine/axmol.git
639 lines
21 KiB
C++
639 lines
21 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) 2013-2017 Chukong Technologies Inc
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmolengine.github.io/
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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 "2d/ProgressTimer.h"
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#include <algorithm>
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#include <stddef.h> // offsetof
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#include "base/Types.h"
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#include "base/Macros.h"
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#include "base/Director.h"
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#include "2d/Sprite.h"
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#include "renderer/Renderer.h"
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#include "base/Utils.h"
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#include "renderer/Shaders.h"
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#include "renderer/backend/ProgramState.h"
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NS_AX_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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namespace
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{
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backend::ProgramState* initPipelineDescriptor(ax::CustomCommand& command,
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bool ridal,
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backend::UniformLocation& locMVP,
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backend::UniformLocation& locTexture)
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{
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auto& pipelieDescriptor = command.getPipelineDescriptor();
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auto* program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_TEXTURE_COLOR);
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auto programState = new backend::ProgramState(program);
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AX_SAFE_RELEASE(pipelieDescriptor.programState);
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pipelieDescriptor.programState = programState;
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// set custom vertexLayout according to V2F_C4B_T2F structure
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auto vertexLayout = programState->getMutableVertexLayout();
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vertexLayout->setAttrib("a_position", program->getAttributeLocation(backend::Attribute::POSITION),
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backend::VertexFormat::FLOAT2, 0, false);
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vertexLayout->setAttrib("a_texCoord", program->getAttributeLocation(backend::Attribute::TEXCOORD),
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backend::VertexFormat::FLOAT2,
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offsetof(V2F_C4B_T2F, texCoords), false);
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vertexLayout->setAttrib("a_color", program->getAttributeLocation(backend::Attribute::COLOR),
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backend::VertexFormat::UBYTE4,
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offsetof(V2F_C4B_T2F, colors), true);
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vertexLayout->setStride(sizeof(V2F_C4B_T2F));
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if (ridal)
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{
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command.setDrawType(CustomCommand::DrawType::ELEMENT);
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command.setPrimitiveType(CustomCommand::PrimitiveType::TRIANGLE);
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}
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else
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{
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command.setDrawType(CustomCommand::DrawType::ARRAY);
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command.setPrimitiveType(CustomCommand::PrimitiveType::TRIANGLE_STRIP);
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}
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locMVP = programState->getUniformLocation("u_MVPMatrix");
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locTexture = programState->getUniformLocation("u_tex0");
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return programState;
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}
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} // namespace
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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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return progressTimer;
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}
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delete progressTimer;
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return nullptr;
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}
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bool ProgressTimer::initWithSprite(Sprite* sp)
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{
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setAnchorPoint(Vec2(0.5f, 0.5f));
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setMidpoint(Vec2(0.5f, 0.5f));
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setBarChangeRate(Vec2(1, 1));
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setSprite(sp);
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// TODO: Use ProgramState Vector to Node
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AX_SAFE_RELEASE(_programState2);
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setProgramState(initPipelineDescriptor(_customCommand, true, _locMVP1, _locTex1), true);
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_programState2 = initPipelineDescriptor(_customCommand2, false, _locMVP2, _locTex2);
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return true;
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}
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ProgressTimer::~ProgressTimer()
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{
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AX_SAFE_RELEASE(_sprite);
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AX_SAFE_RELEASE(_programState2);
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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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#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
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auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
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if (sEngine)
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{
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if (_sprite)
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sEngine->releaseScriptObject(this, _sprite);
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if (sprite)
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sEngine->retainScriptObject(this, sprite);
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}
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#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
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AX_SAFE_RETAIN(sprite);
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AX_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.empty())
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{
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_vertexData.clear();
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updateProgress();
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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::RADIAL)
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{
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_customCommand.setDrawType(CustomCommand::DrawType::ELEMENT);
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_customCommand.setPrimitiveType(CustomCommand::PrimitiveType::TRIANGLE);
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}
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else
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{
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_customCommand.setPrimitiveType(CustomCommand::PrimitiveType::TRIANGLE_STRIP);
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_customCommand.setDrawType(CustomCommand::DrawType::ARRAY);
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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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_vertexData.clear();
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_type = type;
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}
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}
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void ProgressTimer::setReverseDirection(bool reverse)
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{
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if (_reverseDirection != reverse)
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{
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_reverseDirection = reverse;
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// release all previous information
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_vertexData.clear();
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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(Vec2 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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{
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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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Vec2 min(quad.bl.texCoords.u, quad.bl.texCoords.v);
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Vec2 max(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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{
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std::swap(alpha.x, alpha.y);
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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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Vec2 ProgressTimer::vertexFromAlphaPoint(Vec2 alpha)
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{
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Vec2 ret(0.0f, 0.0f);
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if (!_sprite)
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{
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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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Vec2 min(quad.bl.vertices.x, quad.bl.vertices.y);
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Vec2 max(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::updateDisplayedOpacity(uint8_t parentOpacity)
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{
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Node::updateDisplayedOpacity(parentOpacity);
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_sprite->updateDisplayedOpacity(_displayedOpacity);
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updateProgress();
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}
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void ProgressTimer::updateColor()
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{
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if (!_sprite)
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return;
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if (!_vertexData.empty())
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{
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const auto& sc = _sprite->getQuad().tl.colors;
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for (auto& d : _vertexData)
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{
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d.colors = sc;
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}
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}
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}
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void ProgressTimer::updateProgress()
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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 Vec2& anchorPoint)
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{
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Node::setAnchorPoint(anchorPoint);
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}
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Vec2 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(uint8_t 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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uint8_t 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 Vec2& midPoint)
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{
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_midpoint = midPoint.getClampPoint(Vec2::ZERO, Vec2(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()
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{
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if (!_sprite)
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{
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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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Vec2 topMid(_midpoint.x, 1.f);
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Vec2 percentagePt = topMid.rotateByAngle(_midpoint, angle);
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int index = 0;
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Vec2 hit;
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if (alpha == 0.f)
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{
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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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}
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else if (alpha == 1.f)
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{
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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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}
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else
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{
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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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{
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int pIndex = (i + (kProgressTextureCoordsCount - 1)) % kProgressTextureCoordsCount;
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Vec2 edgePtA = boundaryTexCoord(i % kProgressTextureCoordsCount);
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Vec2 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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{
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edgePtB = edgePtA.lerp(edgePtB, 1 - _midpoint.x);
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}
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else if (i == 4)
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{
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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 (Vec2::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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{
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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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{
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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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{
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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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{
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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 (_vertexData.size() != index + 3)
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{
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sameIndexCount = false;
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_vertexData.resize(index + 3);
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_customCommand.createVertexBuffer(sizeof(_vertexData[0]), (unsigned int)_vertexData.size(),
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CustomCommand::BufferUsage::DYNAMIC);
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}
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if (_indexData.size() != 3 + 3 * index)
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{
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_indexData.resize(3 + 3 * index);
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_customCommand.createIndexBuffer(CustomCommand::IndexFormat::U_SHORT, (unsigned int)_indexData.size(),
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CustomCommand::BufferUsage::STATIC);
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}
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if (!sameIndexCount)
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{
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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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{
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Vec2 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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for (int i = 0; i < index + 1; i++)
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{
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_indexData[i * 3] = 0;
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_indexData[i * 3 + 1] = i + 2;
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_indexData[i * 3 + 2] = i + 1;
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}
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_customCommand.updateIndexBuffer(_indexData.data(), (unsigned int)(_indexData.size() * sizeof(_indexData[0])));
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}
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// hitpoint will go last
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_vertexData[_vertexData.size() - 1].texCoords = textureCoordFromAlphaPoint(hit);
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_vertexData[_vertexData.size() - 1].vertices = vertexFromAlphaPoint(hit);
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updateColor();
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_customCommand.updateVertexBuffer(_vertexData.data(), (unsigned int)(sizeof(_vertexData[0]) * _vertexData.size()));
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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()
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{
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if (!_sprite)
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return;
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float alpha = _percentage / 100.0f;
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Vec2 alphaOffset = Vec2(1.0f * (1.0f - _barChangeRate.x) + alpha * _barChangeRate.x,
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1.0f * (1.0f - _barChangeRate.y) + alpha * _barChangeRate.y) *
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0.5f;
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Vec2 min = _midpoint - alphaOffset;
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Vec2 max = _midpoint + alphaOffset;
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if (min.x < 0.f)
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{
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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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{
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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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{
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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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{
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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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{
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if (_vertexData.size() != 4)
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{
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_vertexData.resize(4);
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_customCommand.createVertexBuffer(sizeof(_vertexData[0]), (unsigned int)_vertexData.size(),
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CustomCommand::BufferUsage::DYNAMIC);
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}
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// TOPLEFT
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_vertexData[0].texCoords = textureCoordFromAlphaPoint(Vec2(min.x, max.y));
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_vertexData[0].vertices = vertexFromAlphaPoint(Vec2(min.x, max.y));
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// BOTLEFT
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_vertexData[1].texCoords = textureCoordFromAlphaPoint(Vec2(min.x, min.y));
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_vertexData[1].vertices = vertexFromAlphaPoint(Vec2(min.x, min.y));
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// TOPRIGHT
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_vertexData[2].texCoords = textureCoordFromAlphaPoint(Vec2(max.x, max.y));
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_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));
|
|
|
|
updateColor();
|
|
|
|
_customCommand.updateVertexBuffer(_vertexData.data(),
|
|
(unsigned int)(sizeof(_vertexData[0]) * _vertexData.size()));
|
|
}
|
|
else
|
|
{
|
|
if (_vertexData.size() != 8)
|
|
{
|
|
_vertexData.resize(8);
|
|
_customCommand.createVertexBuffer(sizeof(_vertexData[0]), (unsigned int)(_vertexData.size() / 2),
|
|
CustomCommand::BufferUsage::DYNAMIC);
|
|
_customCommand2.createVertexBuffer(sizeof(_vertexData[0]), (unsigned int)(_vertexData.size() / 2),
|
|
CustomCommand::BufferUsage::DYNAMIC);
|
|
// TOPLEFT 1
|
|
_vertexData[0].texCoords = textureCoordFromAlphaPoint(Vec2(0, 1));
|
|
_vertexData[0].vertices = vertexFromAlphaPoint(Vec2(0, 1));
|
|
|
|
// BOTLEFT 1
|
|
_vertexData[1].texCoords = textureCoordFromAlphaPoint(Vec2(0, 0));
|
|
_vertexData[1].vertices = vertexFromAlphaPoint(Vec2(0, 0));
|
|
|
|
// TOPRIGHT 2
|
|
_vertexData[6].texCoords = textureCoordFromAlphaPoint(Vec2(1, 1));
|
|
_vertexData[6].vertices = vertexFromAlphaPoint(Vec2(1, 1));
|
|
|
|
// BOTRIGHT 2
|
|
_vertexData[7].texCoords = textureCoordFromAlphaPoint(Vec2(1, 0));
|
|
_vertexData[7].vertices = vertexFromAlphaPoint(Vec2(1, 0));
|
|
}
|
|
|
|
// TOPRIGHT 1
|
|
_vertexData[2].texCoords = textureCoordFromAlphaPoint(Vec2(min.x, max.y));
|
|
_vertexData[2].vertices = vertexFromAlphaPoint(Vec2(min.x, max.y));
|
|
|
|
// BOTRIGHT 1
|
|
_vertexData[3].texCoords = textureCoordFromAlphaPoint(Vec2(min.x, min.y));
|
|
_vertexData[3].vertices = vertexFromAlphaPoint(Vec2(min.x, min.y));
|
|
|
|
// TOPLEFT 2
|
|
_vertexData[4].texCoords = textureCoordFromAlphaPoint(Vec2(max.x, max.y));
|
|
_vertexData[4].vertices = vertexFromAlphaPoint(Vec2(max.x, max.y));
|
|
|
|
// BOTLEFT 2
|
|
_vertexData[5].texCoords = textureCoordFromAlphaPoint(Vec2(max.x, min.y));
|
|
_vertexData[5].vertices = vertexFromAlphaPoint(Vec2(max.x, min.y));
|
|
|
|
updateColor();
|
|
|
|
_customCommand.updateVertexBuffer(_vertexData.data(),
|
|
(unsigned int)(sizeof(_vertexData[0]) * _vertexData.size() / 2));
|
|
_customCommand2.updateVertexBuffer((char*)_vertexData.data() + sizeof(_vertexData[0]) * _vertexData.size() / 2,
|
|
(unsigned int)(sizeof(_vertexData[0]) * _vertexData.size() / 2));
|
|
}
|
|
}
|
|
|
|
Vec2 ProgressTimer::boundaryTexCoord(char index)
|
|
{
|
|
if (index < kProgressTextureCoordsCount)
|
|
{
|
|
if (_reverseDirection)
|
|
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);
|
|
}
|
|
else
|
|
return Vec2::ZERO;
|
|
}
|
|
|
|
void ProgressTimer::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
|
|
{
|
|
if (_vertexData.empty() || !_sprite)
|
|
return;
|
|
|
|
const ax::Mat4& projectionMat = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
|
|
Mat4 finalMat = projectionMat * transform;
|
|
_programState->setUniform(_locMVP1, finalMat.m, sizeof(finalMat.m));
|
|
_programState->setTexture(_locTex1, 0, _sprite->getTexture()->getBackendTexture());
|
|
|
|
if (_type == Type::BAR)
|
|
{
|
|
if (!_reverseDirection)
|
|
{
|
|
_customCommand.init(_globalZOrder, _sprite->getBlendFunc());
|
|
renderer->addCommand(&_customCommand);
|
|
}
|
|
else
|
|
{
|
|
_customCommand.init(_globalZOrder, _sprite->getBlendFunc());
|
|
renderer->addCommand(&_customCommand);
|
|
|
|
_customCommand2.init(_globalZOrder, _sprite->getBlendFunc());
|
|
_programState2->setUniform(_locMVP2, finalMat.m, sizeof(finalMat.m));
|
|
_programState2->setTexture(_locTex2, 0, _sprite->getTexture()->getBackendTexture());
|
|
renderer->addCommand(&_customCommand2);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_customCommand.init(_globalZOrder, _sprite->getBlendFunc());
|
|
renderer->addCommand(&_customCommand);
|
|
}
|
|
}
|
|
|
|
NS_AX_END
|