mirror of https://github.com/axmolengine/axmol.git
555 lines
17 KiB
C++
555 lines
17 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2010 Lam Pham
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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 "textures/CCTextureCache.h"
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#include "support/CCPointExtension.h"
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#include "shaders/CCGLProgram.h"
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#include "shaders/CCShaderCache.h"
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#include "shaders/ccGLStateCache.h"
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#include "CCDirector.h"
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#include "support/TransformUtils.h"
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#include "CCDrawingPrimitives.h"
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// extern
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#include "kazmath/GL/matrix.h"
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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 kCCProgressTextureCoords = 0x4b;
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CCProgressTimer::CCProgressTimer()
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:m_eType(kCCProgressTimerTypeRadial)
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,m_fPercentage(0.0f)
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,m_pSprite(NULL)
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,m_nVertexDataCount(0)
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,m_pVertexData(NULL)
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,m_tMidpoint(0,0)
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,m_tBarChangeRate(0,0)
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,m_bReverseDirection(false)
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{}
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CCProgressTimer* CCProgressTimer::progressWithSprite(CCSprite* sp)
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{
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return CCProgressTimer::create(sp);
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}
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CCProgressTimer* CCProgressTimer::create(CCSprite* sp)
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{
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CCProgressTimer *pProgressTimer = new CCProgressTimer();
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if (pProgressTimer->initWithSprite(sp))
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{
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pProgressTimer->autorelease();
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}
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else
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{
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delete pProgressTimer;
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pProgressTimer = NULL;
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}
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return pProgressTimer;
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}
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bool CCProgressTimer::initWithSprite(CCSprite* sp)
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{
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setPercentage(0.0f);
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m_pVertexData = NULL;
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m_nVertexDataCount = 0;
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setAnchorPoint(ccp(0.5f,0.5f));
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m_eType = kCCProgressTimerTypeRadial;
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m_bReverseDirection = false;
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setMidpoint(ccp(0.5f, 0.5f));
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setBarChangeRate(ccp(1,1));
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setSprite(sp);
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// shader program
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setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor));
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return true;
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}
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CCProgressTimer::~CCProgressTimer(void)
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{
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CC_SAFE_FREE(m_pVertexData);
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CC_SAFE_RELEASE(m_pSprite);
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}
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void CCProgressTimer::setPercentage(float fPercentage)
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{
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if (m_fPercentage != fPercentage)
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{
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m_fPercentage = clampf(fPercentage, 0, 100);
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updateProgress();
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}
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}
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void CCProgressTimer::setSprite(CCSprite *pSprite)
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{
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if (m_pSprite != pSprite)
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{
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CC_SAFE_RETAIN(pSprite);
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CC_SAFE_RELEASE(m_pSprite);
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m_pSprite = pSprite;
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setContentSize(m_pSprite->getContentSize());
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// Everytime we set a new sprite, we free the current vertex data
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if (m_pVertexData)
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{
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CC_SAFE_FREE(m_pVertexData);
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m_nVertexDataCount = 0;
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}
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}
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}
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void CCProgressTimer::setType(CCProgressTimerType type)
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{
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if (type != m_eType)
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{
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// release all previous information
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if (m_pVertexData)
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{
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CC_SAFE_FREE(m_pVertexData);
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m_pVertexData = NULL;
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m_nVertexDataCount = 0;
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}
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m_eType = type;
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}
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}
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void CCProgressTimer::setReverseProgress(bool reverse)
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{
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if( m_bReverseDirection != reverse ) {
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m_bReverseDirection = reverse;
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// release all previous information
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CC_SAFE_FREE(m_pVertexData);
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m_nVertexDataCount = 0;
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}
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}
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void CCProgressTimer::setColor(const ccColor3B& color)
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{
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m_pSprite->setColor(color);
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updateColor();
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}
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const ccColor3B& CCProgressTimer::getColor(void)
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{
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return m_pSprite->getColor();
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}
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void CCProgressTimer::setOpacity(GLubyte opacity)
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{
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m_pSprite->setOpacity(opacity);
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updateColor();
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}
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GLubyte CCProgressTimer::getOpacity(void)
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{
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return m_pSprite->getOpacity();
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}
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void CCProgressTimer::setOpacityModifyRGB(bool bValue)
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{
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CC_UNUSED_PARAM(bValue);
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}
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bool CCProgressTimer::isOpacityModifyRGB(void)
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{
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return false;
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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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ccTex2F CCProgressTimer::textureCoordFromAlphaPoint(CCPoint alpha)
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{
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ccTex2F ret = {0.0f, 0.0f};
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if (!m_pSprite) {
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return ret;
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}
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ccV3F_C4B_T2F_Quad quad = m_pSprite->getQuad();
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CCPoint min = ccp(quad.bl.texCoords.u,quad.bl.texCoords.v);
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CCPoint max = ccp(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 (m_pSprite->isTextureRectRotated()) {
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CC_SWAP(alpha.x, alpha.y, float);
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}
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return tex2(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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ccVertex2F CCProgressTimer::vertexFromAlphaPoint(CCPoint alpha)
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{
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ccVertex2F ret = {0.0f, 0.0f};
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if (!m_pSprite) {
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return ret;
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}
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ccV3F_C4B_T2F_Quad quad = m_pSprite->getQuad();
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CCPoint min = ccp(quad.bl.vertices.x,quad.bl.vertices.y);
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CCPoint max = ccp(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 CCProgressTimer::updateColor(void)
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{
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if (!m_pSprite) {
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return;
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}
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if (m_pVertexData)
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{
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ccColor4B sc = m_pSprite->getQuad().tl.colors;
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for (int i = 0; i < m_nVertexDataCount; ++i)
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{
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m_pVertexData[i].colors = sc;
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}
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}
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}
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void CCProgressTimer::updateProgress(void)
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{
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switch (m_eType)
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{
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case kCCProgressTimerTypeRadial:
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updateRadial();
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break;
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case kCCProgressTimerTypeBar:
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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 CCProgressTimer::setAnchorPoint(CCPoint anchorPoint)
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{
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CCNode::setAnchorPoint(anchorPoint);
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}
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CCPoint CCProgressTimer::getMidpoint(void)
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{
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return m_tMidpoint;
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}
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void CCProgressTimer::setMidpoint(CCPoint midPoint)
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{
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m_tMidpoint = ccpClamp(midPoint, CCPointZero, ccp(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 CCProgressTimer::updateRadial(void)
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{
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if (!m_pSprite) {
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return;
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}
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float alpha = m_fPercentage / 100.f;
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float angle = 2.f*((float)M_PI) * ( m_bReverseDirection ? 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 m_tMidpoint pivot
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CCPoint topMid = ccp(m_tMidpoint.x, 1.f);
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CCPoint percentagePt = ccpRotateByAngle(topMid, m_tMidpoint, angle);
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int index = 0;
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CCPoint hit = CCPointZero;
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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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CCPoint edgePtA = boundaryTexCoord(i % kProgressTextureCoordsCount);
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CCPoint 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 = ccpLerp(edgePtA, edgePtB, 1-m_tMidpoint.x);
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} else if(i == 4){
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edgePtA = ccpLerp(edgePtA, edgePtB, 1-m_tMidpoint.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(ccpLineIntersect(edgePtA, edgePtB, m_tMidpoint, 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 m_tMidpoint 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 = ccpAdd(m_tMidpoint, ccpMult(ccpSub(percentagePt, m_tMidpoint),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 m_tMidpoint, 12 o'clock point and hitpoint position.
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bool sameIndexCount = true;
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if(m_nVertexDataCount != index + 3){
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sameIndexCount = false;
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CC_SAFE_FREE(m_pVertexData);
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m_nVertexDataCount = 0;
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}
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if(!m_pVertexData) {
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m_nVertexDataCount = index + 3;
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m_pVertexData = (ccV2F_C4B_T2F*)malloc(m_nVertexDataCount * sizeof(ccV2F_C4B_T2F));
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CCAssert( m_pVertexData, "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 m_tMidpoint, then all
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// vertices/texcoords/colors of the 12 'o clock start and edges and the hitpoint
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m_pVertexData[0].texCoords = textureCoordFromAlphaPoint(m_tMidpoint);
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m_pVertexData[0].vertices = vertexFromAlphaPoint(m_tMidpoint);
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m_pVertexData[1].texCoords = textureCoordFromAlphaPoint(topMid);
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m_pVertexData[1].vertices = vertexFromAlphaPoint(topMid);
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for(int i = 0; i < index; ++i){
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CCPoint alphaPoint = boundaryTexCoord(i);
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m_pVertexData[i+2].texCoords = textureCoordFromAlphaPoint(alphaPoint);
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m_pVertexData[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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m_pVertexData[m_nVertexDataCount - 1].texCoords = textureCoordFromAlphaPoint(hit);
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m_pVertexData[m_nVertexDataCount - 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 CCProgressTimer::updateBar(void)
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{
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if (!m_pSprite) {
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return;
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}
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float alpha = m_fPercentage / 100.0f;
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CCPoint alphaOffset = ccpMult(ccp(1.0f * (1.0f - m_tBarChangeRate.x) + alpha * m_tBarChangeRate.x, 1.0f * (1.0f - m_tBarChangeRate.y) + alpha * m_tBarChangeRate.y), 0.5f);
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CCPoint min = ccpSub(m_tMidpoint, alphaOffset);
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CCPoint max = ccpAdd(m_tMidpoint, 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 (!m_bReverseDirection) {
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if(!m_pVertexData) {
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m_nVertexDataCount = 4;
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m_pVertexData = (ccV2F_C4B_T2F*)malloc(m_nVertexDataCount * sizeof(ccV2F_C4B_T2F));
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CCAssert( m_pVertexData, "CCProgressTimer. Not enough memory");
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}
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// TOPLEFT
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m_pVertexData[0].texCoords = textureCoordFromAlphaPoint(ccp(min.x,max.y));
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m_pVertexData[0].vertices = vertexFromAlphaPoint(ccp(min.x,max.y));
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// BOTLEFT
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m_pVertexData[1].texCoords = textureCoordFromAlphaPoint(ccp(min.x,min.y));
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m_pVertexData[1].vertices = vertexFromAlphaPoint(ccp(min.x,min.y));
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// TOPRIGHT
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m_pVertexData[2].texCoords = textureCoordFromAlphaPoint(ccp(max.x,max.y));
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m_pVertexData[2].vertices = vertexFromAlphaPoint(ccp(max.x,max.y));
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// BOTRIGHT
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m_pVertexData[3].texCoords = textureCoordFromAlphaPoint(ccp(max.x,min.y));
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m_pVertexData[3].vertices = vertexFromAlphaPoint(ccp(max.x,min.y));
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} else {
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if(!m_pVertexData) {
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m_nVertexDataCount = 8;
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m_pVertexData = (ccV2F_C4B_T2F*)malloc(m_nVertexDataCount * sizeof(ccV2F_C4B_T2F));
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CCAssert( m_pVertexData, "CCProgressTimer. Not enough memory");
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// TOPLEFT 1
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m_pVertexData[0].texCoords = textureCoordFromAlphaPoint(ccp(0,1));
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m_pVertexData[0].vertices = vertexFromAlphaPoint(ccp(0,1));
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// BOTLEFT 1
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m_pVertexData[1].texCoords = textureCoordFromAlphaPoint(ccp(0,0));
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m_pVertexData[1].vertices = vertexFromAlphaPoint(ccp(0,0));
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// TOPRIGHT 2
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m_pVertexData[6].texCoords = textureCoordFromAlphaPoint(ccp(1,1));
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m_pVertexData[6].vertices = vertexFromAlphaPoint(ccp(1,1));
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// BOTRIGHT 2
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m_pVertexData[7].texCoords = textureCoordFromAlphaPoint(ccp(1,0));
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m_pVertexData[7].vertices = vertexFromAlphaPoint(ccp(1,0));
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}
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// TOPRIGHT 1
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m_pVertexData[2].texCoords = textureCoordFromAlphaPoint(ccp(min.x,max.y));
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m_pVertexData[2].vertices = vertexFromAlphaPoint(ccp(min.x,max.y));
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// BOTRIGHT 1
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m_pVertexData[3].texCoords = textureCoordFromAlphaPoint(ccp(min.x,min.y));
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m_pVertexData[3].vertices = vertexFromAlphaPoint(ccp(min.x,min.y));
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// TOPLEFT 2
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m_pVertexData[4].texCoords = textureCoordFromAlphaPoint(ccp(max.x,max.y));
|
|
m_pVertexData[4].vertices = vertexFromAlphaPoint(ccp(max.x,max.y));
|
|
|
|
// BOTLEFT 2
|
|
m_pVertexData[5].texCoords = textureCoordFromAlphaPoint(ccp(max.x,min.y));
|
|
m_pVertexData[5].vertices = vertexFromAlphaPoint(ccp(max.x,min.y));
|
|
}
|
|
updateColor();
|
|
}
|
|
|
|
CCPoint CCProgressTimer::boundaryTexCoord(char index)
|
|
{
|
|
if (index < kProgressTextureCoordsCount) {
|
|
if (m_bReverseDirection) {
|
|
return ccp((kCCProgressTextureCoords>>(7-(index<<1)))&1,(kCCProgressTextureCoords>>(7-((index<<1)+1)))&1);
|
|
} else {
|
|
return ccp((kCCProgressTextureCoords>>((index<<1)+1))&1,(kCCProgressTextureCoords>>(index<<1))&1);
|
|
}
|
|
}
|
|
return CCPointZero;
|
|
}
|
|
|
|
void CCProgressTimer::draw(void)
|
|
{
|
|
if( ! m_pVertexData || ! m_pSprite)
|
|
return;
|
|
|
|
CC_NODE_DRAW_SETUP();
|
|
|
|
ccGLBlendFunc( m_pSprite->getBlendFunc().src, m_pSprite->getBlendFunc().dst );
|
|
|
|
ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex );
|
|
|
|
ccGLBindTexture2D( m_pSprite->getTexture()->getName() );
|
|
|
|
glVertexAttribPointer( kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(m_pVertexData[0]) , &m_pVertexData[0].vertices);
|
|
glVertexAttribPointer( kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(m_pVertexData[0]), &m_pVertexData[0].texCoords);
|
|
glVertexAttribPointer( kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(m_pVertexData[0]), &m_pVertexData[0].colors);
|
|
|
|
if(m_eType == kCCProgressTimerTypeRadial)
|
|
{
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, m_nVertexDataCount);
|
|
}
|
|
else if (m_eType == kCCProgressTimerTypeBar)
|
|
{
|
|
if (!m_bReverseDirection)
|
|
{
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, m_nVertexDataCount);
|
|
}
|
|
else
|
|
{
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, m_nVertexDataCount/2);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 4, m_nVertexDataCount/2);
|
|
// 2 draw calls
|
|
CC_INCREMENT_GL_DRAWS(1);
|
|
}
|
|
}
|
|
CC_INCREMENT_GL_DRAWS(1);
|
|
}
|
|
|
|
NS_CC_END
|