mirror of https://github.com/axmolengine/axmol.git
630 lines
18 KiB
Lua
630 lines
18 KiB
Lua
-- Test #1 by Jason Booth (slipster216)
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-- Test #3 by David Deaco (ddeaco)
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--/**
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-- * Impelmentation of RenderTextureSave
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--*/
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local function RenderTextureSave()
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local ret = createTestLayer("Touch the screen",
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"Press 'Save Image' to create an snapshot of the render texture")
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local s = cc.Director:getInstance():getWinSize()
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local m_pTarget = nil
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local m_pBrush = nil
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local m_pTarget = nil
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local counter = 0
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local function clearImage(tag, pSender)
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m_pTarget:clear(math.random(), math.random(), math.random(), math.random())
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end
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local function saveImage(tag, pSender)
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local png = string.format("image-%d.png", counter)
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local jpg = string.format("image-%d.jpg", counter)
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m_pTarget:saveToFile(png, cc.IMAGE_FORMAT_PNG)
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m_pTarget:saveToFile(jpg, cc.IMAGE_FORMAT_JPEG)
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local pImage = m_pTarget:newImage()
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local tex = cc.TextureCache:getInstance():addUIImage(pImage, png)
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pImage:release()
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local sprite = cc.Sprite:createWithTexture(tex)
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sprite:setScale(0.3)
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ret:addChild(sprite)
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sprite:setPosition(cc.p(40, 40))
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sprite:setRotation(counter * 3)
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cclog("Image saved %s and %s", png, jpg)
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counter = counter + 1
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end
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local function onNodeEvent(event)
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if event == "exit" then
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m_pBrush:release()
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m_pTarget:release()
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cc.TextureCache:getInstance():removeUnusedTextures()
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end
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end
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ret:registerScriptHandler(onNodeEvent)
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-- create a render texture, this is what we are going to draw into
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m_pTarget = cc.RenderTexture:create(s.width, s.height, cc.TEXTURE2_D_PIXEL_FORMAT_RGB_A8888)
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m_pTarget:retain()
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m_pTarget:setPosition(cc.p(s.width / 2, s.height / 2))
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-- note that the render texture is a cc.Node, and contains a sprite of its texture for convience,
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-- so we can just parent it to the scene like any other cc.Node
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ret:addChild(m_pTarget, -1)
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-- create a brush image to draw into the texture with
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m_pBrush = cc.Sprite:create("Images/fire.png")
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m_pBrush:retain()
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m_pBrush:setColor(cc.c3b(255, 0, 0))
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m_pBrush:setOpacity(20)
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local prev = {x = 0, y = 0}
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local function onTouchEvent(eventType, x, y)
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if eventType == "began" then
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prev.x = x
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prev.y = y
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return true
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elseif eventType == "moved" then
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local diffX = x - prev.x
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local diffY = y - prev.y
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local startP = cc.p(x, y)
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local endP = cc.p(prev.x, prev.y)
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-- begin drawing to the render texture
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m_pTarget:begin()
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-- for extra points, we'll draw this smoothly from the last position and vary the sprite's
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-- scale/rotation/offset
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local distance = cc.pGetDistance(startP, endP)
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if distance > 1 then
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local d = distance
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local i = 0
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for i = 0, d-1 do
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local difx = endP.x - startP.x
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local dify = endP.y - startP.y
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local delta = i / distance
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m_pBrush:setPosition(cc.p(startP.x + (difx * delta), startP.y + (dify * delta)))
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m_pBrush:setRotation(math.random(0, 359))
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local r = math.random(0, 49) / 50.0 + 0.25
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m_pBrush:setScale(r)
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-- Use cc.RANDOM_0_1() will cause error when loading libtests.so on android, I don't know why.
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m_pBrush:setColor(cc.c3b(math.random(0, 126) + 128, 255, 255))
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-- Call visit to draw the brush, don't call draw..
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m_pBrush:visit()
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end
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end
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-- finish drawing and return context back to the screen
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m_pTarget:endToLua()
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end
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prev.x = x
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prev.y = y
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end
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ret:setTouchEnabled(true)
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ret:registerScriptTouchHandler(onTouchEvent)
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-- Save Image menu
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cc.MenuItemFont:setFontSize(16)
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local item1 = cc.MenuItemFont:create("Save Image")
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item1:registerScriptTapHandler(saveImage)
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local item2 = cc.MenuItemFont:create("Clear")
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item2:registerScriptTapHandler(clearImage)
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local menu = cc.Menu:create(item1, item2)
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ret:addChild(menu)
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menu:alignItemsVertically()
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menu:setPosition(cc.p(VisibleRect:rightTop().x - 80, VisibleRect:rightTop().y - 30))
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return ret
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end
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--/**
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-- * Impelmentation of RenderTextureIssue937
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--*/
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-- local function RenderTextureIssue937()
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-- /*
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-- * 1 2
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-- * A: A1 A2
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-- *
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-- * B: B1 B2
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-- *
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-- * A1: premulti sprite
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-- * A2: premulti render
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-- *
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-- * B1: non-premulti sprite
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-- * B2: non-premulti render
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-- */
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-- local background = cc.LayerColor:create(cc.c4b(200,200,200,255))
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-- addChild(background)
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-- local spr_premulti = cc.Sprite:create("Images/fire.png")
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-- spr_premulti:setPosition(cc.p(16,48))
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-- local spr_nonpremulti = cc.Sprite:create("Images/fire.png")
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-- spr_nonpremulti:setPosition(cc.p(16,16))
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-- /* A2 & B2 setup */
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-- local rend = cc.RenderTexture:create(32, 64, cc.TEXTURE2_D_PIXEL_FORMAT_RGB_A8888)
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-- if (NULL == rend)
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-- return
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-- end
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-- -- It's possible to modify the RenderTexture blending function by
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-- -- [[rend sprite] setBlendFunc:(BlendFunc) GL_ONE, GL_ONE_MINUS_SRC_ALPHAend]
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-- rend:begin()
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-- spr_premulti:visit()
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-- spr_nonpremulti:visit()
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-- rend:end()
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-- local s = cc.Director:getInstance():getWinSize()
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-- --/* A1: setup */
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-- spr_premulti:setPosition(cc.p(s.width/2-16, s.height/2+16))
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-- --/* B1: setup */
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-- spr_nonpremulti:setPosition(cc.p(s.width/2-16, s.height/2-16))
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-- rend:setPosition(cc.p(s.width/2+16, s.height/2))
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-- addChild(spr_nonpremulti)
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-- addChild(spr_premulti)
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-- addChild(rend)
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-- end
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-- local function title()
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-- return "Testing issue #937"
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-- end
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-- local function subtitle()
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-- return "All images should be equal..."
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-- end
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-- local function runThisTest()
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-- local pLayer = nextTestCase()
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-- addChild(pLayer)
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-- cc.Director:getInstance():replaceScene(this)
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-- end
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-- --/**
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-- -- * Impelmentation of RenderTextureZbuffer
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-- --*/
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-- local function RenderTextureZbuffer()
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-- this:setTouchEnabled(true)
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-- local size = cc.Director:getInstance():getWinSize()
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-- local label = cc.LabelTTF:create("vertexZ = 50", "Marker Felt", 64)
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-- label:setPosition(cc.p(size.width / 2, size.height * 0.25))
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-- this:addChild(label)
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-- local label2 = cc.LabelTTF:create("vertexZ = 0", "Marker Felt", 64)
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-- label2:setPosition(cc.p(size.width / 2, size.height * 0.5))
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-- this:addChild(label2)
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-- local label3 = cc.LabelTTF:create("vertexZ = -50", "Marker Felt", 64)
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-- label3:setPosition(cc.p(size.width / 2, size.height * 0.75))
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-- this:addChild(label3)
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-- label:setVertexZ(50)
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-- label2:setVertexZ(0)
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-- label3:setVertexZ(-50)
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-- cc.SpriteFrameCache:getInstance():addSpriteFramesWithFile("Images/bugs/circle.plist")
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-- mgr = cc.SpriteBatchNode:create("Images/bugs/circle.png", 9)
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-- this:addChild(mgr)
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-- sp1 = cc.Sprite:createWithSpriteFrameName("circle.png")
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-- sp2 = cc.Sprite:createWithSpriteFrameName("circle.png")
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-- sp3 = cc.Sprite:createWithSpriteFrameName("circle.png")
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-- sp4 = cc.Sprite:createWithSpriteFrameName("circle.png")
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-- sp5 = cc.Sprite:createWithSpriteFrameName("circle.png")
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-- sp6 = cc.Sprite:createWithSpriteFrameName("circle.png")
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-- sp7 = cc.Sprite:createWithSpriteFrameName("circle.png")
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-- sp8 = cc.Sprite:createWithSpriteFrameName("circle.png")
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-- sp9 = cc.Sprite:createWithSpriteFrameName("circle.png")
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-- mgr:addChild(sp1, 9)
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-- mgr:addChild(sp2, 8)
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-- mgr:addChild(sp3, 7)
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-- mgr:addChild(sp4, 6)
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-- mgr:addChild(sp5, 5)
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-- mgr:addChild(sp6, 4)
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-- mgr:addChild(sp7, 3)
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-- mgr:addChild(sp8, 2)
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-- mgr:addChild(sp9, 1)
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-- sp1:setVertexZ(400)
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-- sp2:setVertexZ(300)
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-- sp3:setVertexZ(200)
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-- sp4:setVertexZ(100)
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-- sp5:setVertexZ(0)
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-- sp6:setVertexZ(-100)
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-- sp7:setVertexZ(-200)
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-- sp8:setVertexZ(-300)
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-- sp9:setVertexZ(-400)
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-- sp9:setScale(2)
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-- sp9:setColor(cc.c3b::YELLOW)
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-- end
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-- local function title()
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-- return "Testing Z Buffer in Render Texture"
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-- end
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-- local function subtitle()
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-- return "Touch screen. It should be green"
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-- end
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-- local function ccTouchesBegan(cocos2d:cc.Set *touches, cocos2d:cc.Event *event)
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-- cc.SetIterator iter
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-- cc.Touch *touch
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-- for (iter = touches:begin() iter != touches:end() ++iter)
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-- touch = (cc.Touch *)(*iter)
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-- local location = touch:getLocation()
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-- sp1:setPosition(location)
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-- sp2:setPosition(location)
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-- sp3:setPosition(location)
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-- sp4:setPosition(location)
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-- sp5:setPosition(location)
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-- sp6:setPosition(location)
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-- sp7:setPosition(location)
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-- sp8:setPosition(location)
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-- sp9:setPosition(location)
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-- end
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-- end
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-- local function ccTouchesMoved(cc.Set* touches, cc.Event* event)
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-- cc.SetIterator iter
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-- cc.Touch *touch
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-- for (iter = touches:begin() iter != touches:end() ++iter)
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-- touch = (cc.Touch *)(*iter)
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-- local location = touch:getLocation()
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-- sp1:setPosition(location)
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-- sp2:setPosition(location)
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-- sp3:setPosition(location)
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-- sp4:setPosition(location)
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-- sp5:setPosition(location)
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-- sp6:setPosition(location)
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-- sp7:setPosition(location)
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-- sp8:setPosition(location)
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-- sp9:setPosition(location)
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-- end
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-- end
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-- local function ccTouchesEnded(cc.Set* touches, cc.Event* event)
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-- this:renderScreenShot()
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-- end
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-- local function renderScreenShot()
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-- local texture = cc.RenderTexture:create(512, 512)
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-- if (NULL == texture)
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-- return
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-- end
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-- texture:setAnchorPoint(cc.p(0, 0))
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-- texture:begin()
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-- this:visit()
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-- texture:end()
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-- local sprite = cc.Sprite:createWithTexture(texture:getSprite():getTexture())
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-- sprite:setPosition(cc.p(256, 256))
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-- sprite:setOpacity(182)
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-- sprite:setFlipY(1)
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-- this:addChild(sprite, 999999)
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-- sprite:setColor(cc.c3b::GREEN)
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-- sprite:runAction(cc.Sequence:create(cc.FadeTo:create(2, 0),
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-- cc.Hide:create(),
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-- NULL))
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-- end
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-- -- RenderTextureTestDepthStencil
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-- local function RenderTextureTestDepthStencil()
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-- local s = cc.Director:getInstance():getWinSize()
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-- local sprite = cc.Sprite:create("Images/fire.png")
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-- sprite:setPosition(cc.p(s.width * 0.25, 0))
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-- sprite:setScale(10)
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-- local rend = cc.RenderTexture:create(s.width, s.height, kcc.Texture2DPixelFormat_RGBA4444, GL_DEPTH24_STENCIL8)
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-- glStencilMask(0xFF)
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-- rend:beginWithClear(0, 0, 0, 0, 0, 0)
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-- --! mark sprite quad into stencil buffer
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-- glEnable(GL_STENCIL_TEST)
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-- glStencilFunc(GL_ALWAYS, 1, 0xFF)
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-- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
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-- glColorMask(0, 0, 0, 1)
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-- sprite:visit()
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-- --! move sprite half width and height, and draw only where not marked
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-- sprite:setPosition(cc.p__add(sprite:getPosition(), cc.p__mul(cc.p(sprite:getContentSize().width * sprite:getScale(), sprite:getContentSize().height * sprite:getScale()), 0.5)))
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-- glStencilFunc(GL_NOTEQUAL, 1, 0xFF)
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-- glColorMask(1, 1, 1, 1)
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-- sprite:visit()
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-- rend:end()
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-- glDisable(GL_STENCIL_TEST)
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-- rend:setPosition(cc.p(s.width * 0.5, s.height * 0.5))
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-- this:addChild(rend)
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-- end
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-- local function title()
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-- return "Testing depthStencil attachment"
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-- end
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-- local function subtitle()
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-- return "Circle should be missing 1/4 of its region"
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-- end
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-- -- RenderTextureTest
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-- local function RenderTextureTargetNode()
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-- /*
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-- * 1 2
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-- * A: A1 A2
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-- *
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-- * B: B1 B2
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-- *
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-- * A1: premulti sprite
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-- * A2: premulti render
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-- *
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-- * B1: non-premulti sprite
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-- * B2: non-premulti render
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-- */
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-- local background = cc.LayerColor:create(cc.c4b(40,40,40,255))
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-- addChild(background)
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-- -- sprite 1
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-- sprite1 = cc.Sprite:create("Images/fire.png")
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-- -- sprite 2
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-- sprite2 = cc.Sprite:create("Images/fire_rgba8888.pvr")
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-- local s = cc.Director:getInstance():getWinSize()
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-- /* Create the render texture */
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-- local renderTexture = cc.RenderTexture:create(s.width, s.height, kcc.Texture2DPixelFormat_RGBA4444)
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-- this:renderTexture = renderTexture
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-- renderTexture:setPosition(cc.p(s.width/2, s.height/2))
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-- -- [renderTexture setPosition:cc.p(s.width, s.height)]
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-- -- renderTexture.scale = 2
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-- /* add the sprites to the render texture */
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-- renderTexture:addChild(sprite1)
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-- renderTexture:addChild(sprite2)
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-- renderTexture:setClearColor(cc.c4f(0, 0, 0, 0))
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-- renderTexture:setClearFlags(GL_COLOR_BUFFER_BIT)
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-- /* add the render texture to the scene */
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-- addChild(renderTexture)
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-- renderTexture:setAutoDraw(true)
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-- scheduleUpdate()
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-- -- Toggle clear on / off
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-- local item = cc.MenuItemFont:create("Clear On/Off", this, menu_selector(RenderTextureTargetNode:touched))
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-- local menu = cc.Menu:create(item, NULL)
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-- addChild(menu)
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-- menu:setPosition(cc.p(s.width/2, s.height/2))
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-- end
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-- local function touched(cc.Object* sender)
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-- if (renderTexture:getClearFlags() == 0)
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-- renderTexture:setClearFlags(GL_COLOR_BUFFER_BIT)
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-- end
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-- else
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-- renderTexture:setClearFlags(0)
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-- renderTexture:setClearColor(cc.c4f( cc.RANDOM_0_1(), cc.RANDOM_0_1(), cc.RANDOM_0_1(), 1))
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-- end
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-- end
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-- local function update(float dt)
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-- static float time = 0
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-- float r = 80
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-- sprite1:setPosition(cc.p(cosf(time * 2) * r, sinf(time * 2) * r))
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-- sprite2:setPosition(cc.p(sinf(time * 2) * r, cosf(time * 2) * r))
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-- time += dt
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-- end
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-- local function title()
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-- return "Testing Render Target Node"
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-- end
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-- local function subtitle()
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-- return "Sprites should be equal and move with each frame"
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-- end
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-- -- SpriteRenderTextureBug
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-- local function SimpleSprite() : rt(NULL) {}
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-- local function SimpleSprite* SpriteRenderTextureBug:SimpleSprite:create(const char* filename, const cc.rect &rect)
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-- SimpleSprite *sprite = new SimpleSprite()
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-- if (sprite && sprite:initWithFile(filename, rect))
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-- sprite:autorelease()
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-- end
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-- else
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-- cc._SAFE_DELETE(sprite)
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-- end
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-- return sprite
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-- end
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-- local function SimpleSprite:draw()
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-- if (rt == NULL)
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-- local s = cc.Director:getInstance():getWinSize()
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-- rt = new cc.RenderTexture()
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-- rt:initWithWidthAndHeight(s.width, s.height, cc.TEXTURE2_D_PIXEL_FORMAT_RGB_A8888)
|
|
-- end
|
|
-- rt:beginWithClear(0.0, 0.0, 0.0, 1.0)
|
|
-- rt:end()
|
|
|
|
-- cc._NODE_DRAW_SETUP()
|
|
|
|
-- BlendFunc blend = getBlendFunc()
|
|
-- ccGLBlendFunc(blend.src, blend.dst)
|
|
|
|
-- ccGLBindTexture2D(getTexture():getName())
|
|
|
|
-- --
|
|
-- -- Attributes
|
|
-- --
|
|
|
|
-- ccGLEnableVertexAttribs(kcc.VertexAttribFlag_PosColorTex)
|
|
|
|
-- #define kQuadSize sizeof(m_sQuad.bl)
|
|
-- long offset = (long)&m_sQuad
|
|
|
|
-- -- vertex
|
|
-- int diff = offsetof( V3F_C4B_T2F, vertices)
|
|
-- glVertexAttribPointer(kcc.VertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff))
|
|
|
|
-- -- texCoods
|
|
-- diff = offsetof( V3F_C4B_T2F, texCoords)
|
|
-- glVertexAttribPointer(kcc.VertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff))
|
|
|
|
-- -- color
|
|
-- diff = offsetof( V3F_C4B_T2F, colors)
|
|
-- glVertexAttribPointer(kcc.VertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff))
|
|
|
|
-- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
|
|
-- end
|
|
|
|
-- local function SpriteRenderTextureBug()
|
|
|
|
-- setTouchEnabled(true)
|
|
|
|
-- local s = cc.Director:getInstance():getWinSize()
|
|
-- addNewSpriteWithCoords(cc.p(s.width/2, s.height/2))
|
|
-- end
|
|
|
|
-- local function SimpleSprite* SpriteRenderTextureBug:addNewSpriteWithCoords(const cc.p& p)
|
|
|
|
-- int idx = cc.RANDOM_0_1() * 1400 / 100
|
|
-- int x = (idx%5) * 85
|
|
-- int y = (idx/5) * 121
|
|
|
|
-- SpriteRenderTextureBug:SimpleSprite *sprite = SpriteRenderTextureBug:SimpleSprite:create("Images/grossini_dance_atlas.png",
|
|
-- cc.rect(x,y,85,121))
|
|
-- addChild(sprite)
|
|
|
|
-- sprite:setPosition(p)
|
|
|
|
-- local action = NULL
|
|
-- float rd = cc.RANDOM_0_1()
|
|
|
|
-- if (rd < 0.20)
|
|
-- action = cc.ScaleBy:create(3, 2)
|
|
-- else if (rd < 0.40)
|
|
-- action = cc.RotateBy:create(3, 360)
|
|
-- else if (rd < 0.60)
|
|
-- action = cc.Blink:create(1, 3)
|
|
-- else if (rd < 0.8 )
|
|
-- action = cc.TintBy:create(2, 0, -255, -255)
|
|
-- else
|
|
-- action = cc.FadeOut:create(2)
|
|
|
|
-- local action_back = action:reverse()
|
|
-- local seq = cc.Sequence:create(action, action_back, NULL)
|
|
|
|
-- sprite:runAction(cc.RepeatForever:create(seq))
|
|
|
|
-- --return sprite
|
|
-- return NULL
|
|
-- end
|
|
|
|
-- local function ccTouchesEnded(cc.Set* touches, cc.Event* event)
|
|
|
|
-- cc.SetIterator iter = touches:begin()
|
|
-- for( iter != touches:end() ++iter)
|
|
|
|
-- local location = ((cc.Touch*)(*iter)):getLocation()
|
|
-- addNewSpriteWithCoords(location)
|
|
-- end
|
|
-- end
|
|
|
|
-- local function title()
|
|
|
|
-- return "SpriteRenderTextureBug"
|
|
-- end
|
|
|
|
-- local function subtitle()
|
|
|
|
-- return "Touch the screen. Sprite should appear on under the touch"
|
|
-- end
|
|
|
|
function RenderTextureTestMain()
|
|
cclog("RenderTextureTestMain")
|
|
Helper.index = 1
|
|
local scene = cc.Scene:create()
|
|
Helper.createFunctionTable = {
|
|
|
|
RenderTextureSave,
|
|
-- RenderTextureIssue937,
|
|
-- RenderTextureZbuffer,
|
|
-- RenderTextureTestDepthStencil,
|
|
-- RenderTextureTargetNode,
|
|
-- SpriteRenderTextureBug
|
|
}
|
|
scene:addChild(RenderTextureSave())
|
|
scene:addChild(CreateBackMenuItem())
|
|
return scene
|
|
end
|