axmol/tests/cpp-tests/Classes/LayerTest/LayerTest.cpp

873 lines
24 KiB
C++

#include "LayerTest.h"
#include "../testResource.h"
USING_NS_CC;
enum
{
kTagLayer = 1,
};
LayerTests::LayerTests()
{
ADD_TEST_CASE(LayerTestCascadingOpacityA);
ADD_TEST_CASE(LayerTestCascadingOpacityB);
ADD_TEST_CASE(LayerTestCascadingOpacityC);
ADD_TEST_CASE(LayerTestCascadingColorA);
ADD_TEST_CASE(LayerTestCascadingColorB);
ADD_TEST_CASE(LayerTestCascadingColorC);
ADD_TEST_CASE(LayerTest1);
ADD_TEST_CASE(LayerTest2);
ADD_TEST_CASE(LayerTestBlend);
ADD_TEST_CASE(LayerGradientTest);
ADD_TEST_CASE(LayerGradientTest2);
ADD_TEST_CASE(LayerIgnoreAnchorPointPos);
ADD_TEST_CASE(LayerIgnoreAnchorPointRot);
ADD_TEST_CASE(LayerIgnoreAnchorPointScale);
ADD_TEST_CASE(LayerExtendedBlendOpacityTest);
ADD_TEST_CASE(LayerBug3162A);
ADD_TEST_CASE(LayerBug3162B);
ADD_TEST_CASE(LayerColorOccludeBug);
}
// Cascading support extensions
static void setEnableRecursiveCascading(Node* node, bool enable)
{
node->setCascadeColorEnabled(enable);
node->setCascadeOpacityEnabled(enable);
auto& children = node->getChildren();
for(const auto &child : children) {
setEnableRecursiveCascading(child, enable);
}
}
std::string LayerTest::title() const
{
return "Layer Test";
}
// LayerTestCascadingOpacityA
void LayerTestCascadingOpacityA::onEnter()
{
LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto layer1 = Layer::create();
auto sister1 = Sprite::create("Images/grossinis_sister1.png");
auto sister2 = Sprite::create("Images/grossinis_sister2.png");
auto label = Label::createWithBMFont("fonts/bitmapFontTest.fnt", "Test");
layer1->addChild(sister1);
layer1->addChild(sister2);
layer1->addChild(label);
this->addChild( layer1, 0, kTagLayer);
sister1->setPosition( Vec2( s.width*1/3, s.height/2));
sister2->setPosition( Vec2( s.width*2/3, s.height/2));
label->setPosition( Vec2( s.width/2, s.height/2));
layer1->runAction(
RepeatForever::create(
Sequence::create(
FadeTo::create(4, 0),
FadeTo::create(4, 255),
DelayTime::create(1),
nullptr)));
sister1->runAction(
RepeatForever::create(
Sequence::create(
FadeTo::create(2, 0),
FadeTo::create(2, 255),
FadeTo::create(2, 0),
FadeTo::create(2, 255),
DelayTime::create(1),
nullptr)));
// Enable cascading in scene
setEnableRecursiveCascading(this, true);
}
std::string LayerTestCascadingOpacityA::subtitle() const
{
return "Layer: cascading opacity";
}
// LayerTestCascadingOpacityB
void LayerTestCascadingOpacityB::onEnter()
{
LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto layer1 = LayerColor::create(Color4B(192, 0, 0, 255), s.width, s.height/2);
layer1->setCascadeColorEnabled(false);
layer1->setPosition( Vec2(0, s.height/2));
auto sister1 = Sprite::create("Images/grossinis_sister1.png");
auto sister2 = Sprite::create("Images/grossinis_sister2.png");
auto label = Label::createWithBMFont("fonts/bitmapFontTest.fnt", "Test");
layer1->addChild(sister1);
layer1->addChild(sister2);
layer1->addChild(label);
this->addChild( layer1, 0, kTagLayer);
sister1->setPosition( Vec2( s.width*1/3, 0));
sister2->setPosition( Vec2( s.width*2/3, 0));
label->setPosition( Vec2( s.width/2, 0));
layer1->runAction(
RepeatForever::create(
Sequence::create(
FadeTo::create(4, 0),
FadeTo::create(4, 255),
DelayTime::create(1),
nullptr)));
sister1->runAction(
RepeatForever::create(
Sequence::create(
FadeTo::create(2, 0),
FadeTo::create(2, 255),
FadeTo::create(2, 0),
FadeTo::create(2, 255),
DelayTime::create(1),
nullptr)));
// Enable cascading in scene
setEnableRecursiveCascading(this, true);
}
std::string LayerTestCascadingOpacityB::subtitle() const
{
return "CCLayerColor: cascading opacity";
}
// LayerTestCascadingOpacityC
void LayerTestCascadingOpacityC::onEnter()
{
LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto layer1 = LayerColor::create(Color4B(192, 0, 0, 255), s.width, s.height/2);
layer1->setCascadeColorEnabled(false);
layer1->setCascadeOpacityEnabled(false);
layer1->setPosition( Vec2(0, s.height/2));
auto sister1 = Sprite::create("Images/grossinis_sister1.png");
auto sister2 = Sprite::create("Images/grossinis_sister2.png");
auto label = Label::createWithBMFont("fonts/bitmapFontTest.fnt", "Test");
layer1->addChild(sister1);
layer1->addChild(sister2);
layer1->addChild(label);
this->addChild( layer1, 0, kTagLayer);
sister1->setPosition( Vec2( s.width*1/3, 0));
sister2->setPosition( Vec2( s.width*2/3, 0));
label->setPosition( Vec2( s.width/2, 0));
layer1->runAction(
RepeatForever::create(
Sequence::create(
FadeTo::create(4, 0),
FadeTo::create(4, 255),
DelayTime::create(1),
nullptr)));
sister1->runAction(
RepeatForever::create(
Sequence::create(
FadeTo::create(2, 0),
FadeTo::create(2, 255),
FadeTo::create(2, 0),
FadeTo::create(2, 255),
DelayTime::create(1),
nullptr)));
}
std::string LayerTestCascadingOpacityC::subtitle() const
{
return "CCLayerColor: non-cascading opacity";
}
//// Example LayerTestCascadingColor
// LayerTestCascadingColorA
void LayerTestCascadingColorA::onEnter()
{
LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto layer1 = Layer::create();
auto sister1 = Sprite::create("Images/grossinis_sister1.png");
auto sister2 = Sprite::create("Images/grossinis_sister2.png");
auto label = Label::createWithBMFont("fonts/bitmapFontTest.fnt", "Test");
layer1->addChild(sister1);
layer1->addChild(sister2);
layer1->addChild(label);
this->addChild( layer1, 0, kTagLayer);
sister1->setPosition( Vec2( s.width*1/3, s.height/2));
sister2->setPosition( Vec2( s.width*2/3, s.height/2));
label->setPosition( Vec2( s.width/2, s.height/2));
layer1->runAction(
RepeatForever::create(
Sequence::create(
TintTo::create(6, 255, 0, 255),
TintTo::create(6, 255, 255, 255),
DelayTime::create(1),
nullptr)));
sister1->runAction(
RepeatForever::create(
Sequence::create(
TintTo::create(2, 255, 255, 0),
TintTo::create(2, 255, 255, 255),
TintTo::create(2, 0, 255, 255),
TintTo::create(2, 255, 255, 255),
TintTo::create(2, 255, 0, 255),
TintTo::create(2, 255, 255, 255),
DelayTime::create(1),
nullptr)));
// Enable cascading in scene
setEnableRecursiveCascading(this, true);
}
std::string LayerTestCascadingColorA::subtitle() const
{
return "Layer: cascading color";
}
// LayerTestCascadingColorB
void LayerTestCascadingColorB::onEnter()
{
LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto layer1 = LayerColor::create(Color4B(255, 255, 255, 255), s.width, s.height/2);
layer1->setPosition( Vec2(0, s.height/2));
auto sister1 = Sprite::create("Images/grossinis_sister1.png");
auto sister2 = Sprite::create("Images/grossinis_sister2.png");
auto label = Label::createWithBMFont("fonts/bitmapFontTest.fnt", "Test");
layer1->addChild(sister1);
layer1->addChild(sister2);
layer1->addChild(label);
this->addChild( layer1, 0, kTagLayer);
sister1->setPosition( Vec2( s.width*1/3, 0));
sister2->setPosition( Vec2( s.width*2/3, 0));
label->setPosition( Vec2( s.width/2, 0));
layer1->runAction(
RepeatForever::create(
Sequence::create(
TintTo::create(6, 255, 0, 255),
TintTo::create(6, 255, 255, 255),
DelayTime::create(1),
nullptr)));
sister1->runAction(
RepeatForever::create(
Sequence::create(
TintTo::create(2, 255, 255, 0),
TintTo::create(2, 255, 255, 255),
TintTo::create(2, 0, 255, 255),
TintTo::create(2, 255, 255, 255),
TintTo::create(2, 255, 0, 255),
TintTo::create(2, 255, 255, 255),
DelayTime::create(1),
nullptr)));
// Enable cascading in scene
setEnableRecursiveCascading(this, true);
}
std::string LayerTestCascadingColorB::subtitle() const
{
return "CCLayerColor: cascading color";
}
// LayerTestCascadingColorC
void LayerTestCascadingColorC::onEnter()
{
LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto layer1 = LayerColor::create(Color4B(255, 255, 255, 255), s.width, s.height/2);
layer1->setCascadeColorEnabled(false);
layer1->setPosition( Vec2(0, s.height/2));
auto sister1 = Sprite::create("Images/grossinis_sister1.png");
auto sister2 = Sprite::create("Images/grossinis_sister2.png");
auto label = Label::createWithBMFont("fonts/bitmapFontTest.fnt", "Test");
layer1->addChild(sister1);
layer1->addChild(sister2);
layer1->addChild(label);
this->addChild( layer1, 0, kTagLayer);
sister1->setPosition( Vec2( s.width*1/3, 0));
sister2->setPosition( Vec2( s.width*2/3, 0));
label->setPosition( Vec2( s.width/2, 0));
layer1->runAction(
RepeatForever::create(
Sequence::create(
TintTo::create(6, 255, 0, 255),
TintTo::create(6, 255, 255, 255),
DelayTime::create(1),
nullptr)));
sister1->runAction(
RepeatForever::create(
Sequence::create(
TintTo::create(2, 255, 255, 0),
TintTo::create(2, 255, 255, 255),
TintTo::create(2, 0, 255, 255),
TintTo::create(2, 255, 255, 255),
TintTo::create(2, 255, 0, 255),
TintTo::create(2, 255, 255, 255),
DelayTime::create(1),
nullptr)));
}
std::string LayerTestCascadingColorC::subtitle() const
{
return "CCLayerColor: non-cascading color";
}
//------------------------------------------------------------------
//
// LayerTest1
//
//------------------------------------------------------------------
void LayerTest1::onEnter()
{
LayerTest::onEnter();
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan = CC_CALLBACK_2(LayerTest1::onTouchesBegan, this);
listener->onTouchesMoved = CC_CALLBACK_2(LayerTest1::onTouchesMoved, this);
listener->onTouchesEnded = CC_CALLBACK_2(LayerTest1::onTouchesEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
auto s = Director::getInstance()->getWinSize();
auto layer = LayerColor::create( Color4B(0xFF, 0x00, 0x00, 0x80), 200, 200);
layer->ignoreAnchorPointForPosition(false);
layer->setPosition( Vec2(s.width/2, s.height/2) );
addChild(layer, 1, kTagLayer);
}
void LayerTest1::updateSize(Vec2 &touchLocation)
{
auto s = Director::getInstance()->getWinSize();
auto newSize = Size( fabs(touchLocation.x - s.width/2)*2, fabs(touchLocation.y - s.height/2)*2);
auto l = (LayerColor*) getChildByTag(kTagLayer);
l->setContentSize( newSize );
}
void LayerTest1::onTouchesBegan(const std::vector<Touch*>& touches, Event *event)
{
onTouchesMoved(touches, event);
}
void LayerTest1::onTouchesMoved(const std::vector<Touch*>& touches, Event *event)
{
auto touchLocation = touches[0]->getLocation();
updateSize(touchLocation);
}
void LayerTest1::onTouchesEnded(const std::vector<Touch*>& touches, Event *event)
{
onTouchesMoved(touches, event);
}
std::string LayerTest1::subtitle() const
{
return "ColorLayer resize (tap & move)";
}
//------------------------------------------------------------------
//
// LayerTest2
//
//------------------------------------------------------------------
void LayerTest2::onEnter()
{
LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto layer1 = LayerColor::create( Color4B(255, 255, 0, 80), 100, 300);
layer1->setPosition(Vec2(s.width/3, s.height/2));
layer1->ignoreAnchorPointForPosition(false);
addChild(layer1, 1);
auto layer2 = LayerColor::create( Color4B(0, 0, 255, 255), 100, 300);
layer2->setPosition(Vec2((s.width/3)*2, s.height/2));
layer2->ignoreAnchorPointForPosition(false);
addChild(layer2, 1);
auto actionTint = TintBy::create(2, -255, -127, 0);
auto actionTintBack = actionTint->reverse();
auto seq1 = Sequence::create( actionTint, actionTintBack, nullptr);
layer1->runAction(seq1);
auto actionFade = FadeOut::create(2.0f);
auto actionFadeBack = actionFade->reverse();
auto seq2 = Sequence::create(actionFade, actionFadeBack, nullptr);
layer2->runAction(seq2);
}
std::string LayerTest2::subtitle() const
{
return "ColorLayer: fade and tint";
}
//------------------------------------------------------------------
//
// LayerTestBlend
//
//------------------------------------------------------------------
LayerTestBlend::LayerTestBlend()
{
auto s = Director::getInstance()->getWinSize();
auto layer1 = LayerColor::create( Color4B(255, 255, 255, 80) );
auto sister1 = Sprite::create(s_pathSister1);
auto sister2 = Sprite::create(s_pathSister2);
addChild(sister1);
addChild(sister2);
addChild(layer1, 100, kTagLayer);
sister1->setPosition( Vec2( s.width*1/3, s.height/2) );
sister2->setPosition( Vec2( s.width*2/3, s.height/2) );
schedule( CC_SCHEDULE_SELECTOR(LayerTestBlend::newBlend), 1.0f);
}
void LayerTestBlend::newBlend(float dt)
{
auto layer = (LayerColor*)getChildByTag(kTagLayer);
GLenum src;
GLenum dst;
if( layer->getBlendFunc().dst == GL_ZERO )
{
src = GL_SRC_ALPHA;
dst = GL_ONE_MINUS_SRC_ALPHA;
}
else
{
src = GL_ONE_MINUS_DST_COLOR;
dst = GL_ZERO;
}
BlendFunc bf = {src, dst};
layer->setBlendFunc( bf );
}
std::string LayerTestBlend::subtitle() const
{
return "ColorLayer: blend";
}
//------------------------------------------------------------------
//
// LayerGradientTest
//
//------------------------------------------------------------------
LayerGradientTest::LayerGradientTest()
{
auto layer1 = LayerGradient::create(Color4B(255,0,0,255), Color4B(0,255,0,255), Vec2(0.9f, 0.9f));
addChild(layer1, 0, kTagLayer);
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesMoved = CC_CALLBACK_2(LayerGradientTest::onTouchesMoved, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
auto label1 = Label::createWithTTF("Compressed Interpolation: Enabled", "fonts/Marker Felt.ttf", 26);
auto label2 = Label::createWithTTF("Compressed Interpolation: Disabled", "fonts/Marker Felt.ttf", 26);
auto item1 = MenuItemLabel::create(label1);
auto item2 = MenuItemLabel::create(label2);
auto item = MenuItemToggle::createWithCallback( CC_CALLBACK_1(LayerGradientTest::toggleItem, this), item1, item2, nullptr);
auto menu = Menu::create(item, nullptr);
addChild(menu);
auto s = Director::getInstance()->getWinSize();
menu->setPosition(Vec2(s.width / 2, 100));
}
void LayerGradientTest::toggleItem(Ref *sender)
{
auto gradient = static_cast<LayerGradient*>( getChildByTag(kTagLayer) );
gradient->setCompressedInterpolation(! gradient->isCompressedInterpolation());
}
void LayerGradientTest::onTouchesMoved(const std::vector<Touch*>& touches, Event *event)
{
auto s = Director::getInstance()->getWinSize();
auto touch = touches[0];
auto start = touch->getLocation();
auto diff = Vec2(s.width/2,s.height/2) - start;
diff = diff.getNormalized();
auto gradient = static_cast<LayerGradient*>( getChildByTag(1) );
gradient->setVector(diff);
}
std::string LayerGradientTest::title() const
{
return "LayerGradientTest";
}
std::string LayerGradientTest::subtitle() const
{
return "Touch the screen and move your finger";
}
//------------------------------------------------------------------
//
// LayerGradientTest2
//
//------------------------------------------------------------------
LayerGradientTest2::LayerGradientTest2()
{
auto layer = LayerGradient::create(Color4B(255,0,0,255), Color4B(255,255,0,255));
addChild(layer);
}
std::string LayerGradientTest2::title() const
{
return "LayerGradientTest 2";
}
std::string LayerGradientTest2::subtitle() const
{
return "You should see a gradient";
}
// LayerIgnoreAnchorPointPos
#define kLayerIgnoreAnchorPoint 1000
void LayerIgnoreAnchorPointPos::onEnter()
{
LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto l = LayerColor::create(Color4B(255, 0, 0, 255), 150, 150);
l->setAnchorPoint(Vec2(0.5f, 0.5f));
l->setPosition(Vec2( s.width/2, s.height/2));
auto move = MoveBy::create(2, Vec2(100,2));
auto back = (MoveBy *)move->reverse();
auto seq = Sequence::create(move, back, nullptr);
l->runAction(RepeatForever::create(seq));
this->addChild(l, 0, kLayerIgnoreAnchorPoint);
auto child = Sprite::create("Images/grossini.png");
l->addChild(child);
auto lsize = l->getContentSize();
child->setPosition(Vec2(lsize.width/2, lsize.height/2));
auto item = MenuItemFont::create("Toggle ignore anchor point", CC_CALLBACK_1(LayerIgnoreAnchorPointPos::onToggle, this));
auto menu = Menu::create(item, nullptr);
this->addChild(menu);
menu->setPosition(Vec2(s.width/2, s.height/2));
}
void LayerIgnoreAnchorPointPos::onToggle(Ref* pObject)
{
auto layer = this->getChildByTag(kLayerIgnoreAnchorPoint);
bool ignore = layer->isIgnoreAnchorPointForPosition();
layer->ignoreAnchorPointForPosition(! ignore);
}
std::string LayerIgnoreAnchorPointPos::title() const
{
return "IgnoreAnchorPoint - Position";
}
std::string LayerIgnoreAnchorPointPos::subtitle() const
{
return "Ignoring Anchor Vec2 for position";
}
// LayerIgnoreAnchorPointRot
void LayerIgnoreAnchorPointRot::onEnter()
{
LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto l = LayerColor::create(Color4B(255, 0, 0, 255), 200, 200);
l->setAnchorPoint(Vec2(0.5f, 0.5f));
l->setPosition(Vec2( s.width/2, s.height/2));
this->addChild(l, 0, kLayerIgnoreAnchorPoint);
auto rot = RotateBy::create(2, 360);
l->runAction(RepeatForever::create(rot));
auto child = Sprite::create("Images/grossini.png");
l->addChild(child);
auto lsize = l->getContentSize();
child->setPosition(Vec2(lsize.width/2, lsize.height/2));
auto item = MenuItemFont::create("Toogle ignore anchor point", CC_CALLBACK_1(LayerIgnoreAnchorPointRot::onToggle, this));
auto menu = Menu::create(item, nullptr);
this->addChild(menu);
menu->setPosition(Vec2(s.width/2, s.height/2));
}
void LayerIgnoreAnchorPointRot::onToggle(Ref* pObject)
{
auto layer = this->getChildByTag(kLayerIgnoreAnchorPoint);
bool ignore = layer->isIgnoreAnchorPointForPosition();
layer->ignoreAnchorPointForPosition(! ignore);
}
std::string LayerIgnoreAnchorPointRot::title() const
{
return "IgnoreAnchorPoint - Rotation";
}
std::string LayerIgnoreAnchorPointRot::subtitle() const
{
return "Ignoring Anchor Vec2 for rotations";
}
// LayerIgnoreAnchorPointScale
void LayerIgnoreAnchorPointScale::onEnter()
{
LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto l = LayerColor::create(Color4B(255, 0, 0, 255), 200, 200);
l->setAnchorPoint(Vec2(0.5f, 1.0f));
l->setPosition(Vec2( s.width/2, s.height/2));
auto scale = ScaleBy::create(2, 2);
auto back = (ScaleBy*)scale->reverse();
auto seq = Sequence::create(scale, back, nullptr);
l->runAction(RepeatForever::create(seq));
this->addChild(l, 0, kLayerIgnoreAnchorPoint);
auto child = Sprite::create("Images/grossini.png");
l->addChild(child);
auto lsize = l->getContentSize();
child->setPosition(Vec2(lsize.width/2, lsize.height/2));
auto item = MenuItemFont::create("Toogle ignore anchor point", CC_CALLBACK_1(LayerIgnoreAnchorPointScale::onToggle, this));
auto menu = Menu::create(item, nullptr);
this->addChild(menu);
menu->setPosition(Vec2(s.width/2, s.height/2));
}
void LayerIgnoreAnchorPointScale::onToggle(Ref* pObject)
{
auto layer = this->getChildByTag(kLayerIgnoreAnchorPoint);
bool ignore = layer->isIgnoreAnchorPointForPosition();
layer->ignoreAnchorPointForPosition(! ignore);
}
std::string LayerIgnoreAnchorPointScale::title() const
{
return "IgnoreAnchorPoint - Scale";
}
std::string LayerIgnoreAnchorPointScale::subtitle() const
{
return "Ignoring Anchor Vec2 for scale";
}
LayerExtendedBlendOpacityTest::LayerExtendedBlendOpacityTest()
{
auto layer1 = LayerGradient::create(Color4B(255, 0, 0, 255), Color4B(255, 0, 255, 255));
layer1->setContentSize(Size(80, 80));
layer1->setPosition(Vec2(50,50));
addChild(layer1);
auto layer2 = LayerGradient::create(Color4B(0, 0, 0, 127), Color4B(255, 255, 255, 127));
layer2->setContentSize(Size(80, 80));
layer2->setPosition(Vec2(100,90));
addChild(layer2);
auto layer3 = LayerGradient::create();
layer3->setContentSize(Size(80, 80));
layer3->setPosition(Vec2(150,140));
layer3->setStartColor(Color3B(255, 0, 0));
layer3->setEndColor(Color3B(255, 0, 255));
layer3->setStartOpacity(255);
layer3->setEndOpacity(255);
layer3->setBlendFunc( BlendFunc::ALPHA_NON_PREMULTIPLIED );
addChild(layer3);
}
std::string LayerExtendedBlendOpacityTest::title() const
{
return "Extended Blend & Opacity";
}
std::string LayerExtendedBlendOpacityTest::subtitle() const
{
return "You should see 3 layers";
}
// LayerBug3162A
void LayerBug3162A::onEnter()
{
LayerTest::onEnter();
Size size = VisibleRect::getVisibleRect().size;
size.width = size.width / 2;
size.height = size.height / 3;
Color4B color[3] = {Color4B(255, 0, 0, 255), Color4B(0, 255, 0, 255), Color4B(0, 0, 255, 255)};
for (int i = 0; i < 3; ++i)
{
_layer[i] = LayerColor::create(color[i]);
_layer[i]->setContentSize(size);
_layer[i]->setPosition(Vec2(size.width/2, size.height/2) - Vec2(20, 20));
_layer[i]->setOpacity(150);
_layer[i]->setCascadeOpacityEnabled(true);
if (i > 0)
{
_layer[i-1]->addChild(_layer[i]);
}
}
this->addChild(_layer[0]);
schedule(CC_SCHEDULE_SELECTOR(LayerBug3162A::step), 0.5, CC_REPEAT_FOREVER, 0);
}
void LayerBug3162A::step(float dt)
{
_layer[0]->setCascadeOpacityEnabled(!_layer[0]->isCascadeOpacityEnabled());
}
std::string LayerBug3162A::title() const
{
return "Bug 3162 red layer cascade opacity eable/disable";
}
std::string LayerBug3162A::subtitle() const
{
return "g and b layer opacity is effected/diseffected with r layer";
}
// LayerBug3162B
void LayerBug3162B::onEnter()
{
LayerTest::onEnter();
Size size = VisibleRect::getVisibleRect().size;
size.width = size.width / 2;
size.height = size.height / 3;
Color4B color[3] = {Color4B(200, 0, 0, 255), Color4B(150, 0, 0, 255), Color4B(100, 0, 0, 255)};
for (int i = 0; i < 3; ++i)
{
_layer[i] = LayerColor::create(color[i]);
_layer[i]->setContentSize(size);
_layer[i]->setPosition(Vec2(size.width/2, size.height/2) - Vec2(20, 20));
//_layer[i]->setOpacity(150);
if (i > 0)
{
_layer[i-1]->addChild(_layer[i]);
}
}
this->addChild(_layer[0]);
_layer[0]->setCascadeColorEnabled(true);
_layer[1]->setCascadeColorEnabled(true);
_layer[2]->setCascadeColorEnabled(true);
schedule(CC_SCHEDULE_SELECTOR(LayerBug3162B::step), 0.5, CC_REPEAT_FOREVER, 0);
}
void LayerBug3162B::step(float dt)
{
_layer[0]->setCascadeColorEnabled(!_layer[0]->isCascadeColorEnabled());
}
std::string LayerBug3162B::title() const
{
return "Bug 3162 bottom layer cascade color eable/disable";
}
std::string LayerBug3162B::subtitle() const
{
return "u and m layer color is effected/diseffected with b layer";
}
std::string LayerColorOccludeBug::title() const
{
return "Layer Color Occlude Bug Test";
}
std::string LayerColorOccludeBug::subtitle() const
{
return "Layer Color Should not occlude titles and any sprites";
}
void LayerColorOccludeBug::onEnter()
{
LayerTest::onEnter();
Director::getInstance()->setDepthTest(true);
_layer = LayerColor::create(Color4B(0, 80, 95, 255));
addChild(_layer);
}
void LayerColorOccludeBug::onExit()
{
LayerTest::onExit();
Director::getInstance()->setDepthTest(false);
}