mirror of https://github.com/axmolengine/axmol.git
873 lines
24 KiB
C++
873 lines
24 KiB
C++
#include "LayerTest.h"
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#include "../testResource.h"
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USING_NS_CC;
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enum
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{
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kTagLayer = 1,
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};
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LayerTests::LayerTests()
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{
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ADD_TEST_CASE(LayerTestCascadingOpacityA);
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ADD_TEST_CASE(LayerTestCascadingOpacityB);
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ADD_TEST_CASE(LayerTestCascadingOpacityC);
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ADD_TEST_CASE(LayerTestCascadingColorA);
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ADD_TEST_CASE(LayerTestCascadingColorB);
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ADD_TEST_CASE(LayerTestCascadingColorC);
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ADD_TEST_CASE(LayerTest1);
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ADD_TEST_CASE(LayerTest2);
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ADD_TEST_CASE(LayerTestBlend);
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ADD_TEST_CASE(LayerGradientTest);
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ADD_TEST_CASE(LayerGradientTest2);
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ADD_TEST_CASE(LayerIgnoreAnchorPointPos);
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ADD_TEST_CASE(LayerIgnoreAnchorPointRot);
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ADD_TEST_CASE(LayerIgnoreAnchorPointScale);
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ADD_TEST_CASE(LayerExtendedBlendOpacityTest);
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ADD_TEST_CASE(LayerBug3162A);
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ADD_TEST_CASE(LayerBug3162B);
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ADD_TEST_CASE(LayerColorOccludeBug);
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}
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// Cascading support extensions
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static void setEnableRecursiveCascading(Node* node, bool enable)
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{
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node->setCascadeColorEnabled(enable);
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node->setCascadeOpacityEnabled(enable);
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auto& children = node->getChildren();
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for(const auto &child : children) {
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setEnableRecursiveCascading(child, enable);
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}
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}
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std::string LayerTest::title() const
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{
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return "Layer Test";
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}
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// LayerTestCascadingOpacityA
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void LayerTestCascadingOpacityA::onEnter()
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{
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LayerTest::onEnter();
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auto s = Director::getInstance()->getWinSize();
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auto layer1 = Layer::create();
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auto sister1 = Sprite::create("Images/grossinis_sister1.png");
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auto sister2 = Sprite::create("Images/grossinis_sister2.png");
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auto label = Label::createWithBMFont("fonts/bitmapFontTest.fnt", "Test");
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layer1->addChild(sister1);
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layer1->addChild(sister2);
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layer1->addChild(label);
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this->addChild( layer1, 0, kTagLayer);
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sister1->setPosition( Vec2( s.width*1/3, s.height/2));
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sister2->setPosition( Vec2( s.width*2/3, s.height/2));
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label->setPosition( Vec2( s.width/2, s.height/2));
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layer1->runAction(
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RepeatForever::create(
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Sequence::create(
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FadeTo::create(4, 0),
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FadeTo::create(4, 255),
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DelayTime::create(1),
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nullptr)));
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sister1->runAction(
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RepeatForever::create(
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Sequence::create(
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FadeTo::create(2, 0),
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FadeTo::create(2, 255),
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FadeTo::create(2, 0),
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FadeTo::create(2, 255),
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DelayTime::create(1),
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nullptr)));
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// Enable cascading in scene
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setEnableRecursiveCascading(this, true);
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}
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std::string LayerTestCascadingOpacityA::subtitle() const
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{
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return "Layer: cascading opacity";
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}
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// LayerTestCascadingOpacityB
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void LayerTestCascadingOpacityB::onEnter()
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{
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LayerTest::onEnter();
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auto s = Director::getInstance()->getWinSize();
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auto layer1 = LayerColor::create(Color4B(192, 0, 0, 255), s.width, s.height/2);
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layer1->setCascadeColorEnabled(false);
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layer1->setPosition( Vec2(0, s.height/2));
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auto sister1 = Sprite::create("Images/grossinis_sister1.png");
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auto sister2 = Sprite::create("Images/grossinis_sister2.png");
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auto label = Label::createWithBMFont("fonts/bitmapFontTest.fnt", "Test");
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layer1->addChild(sister1);
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layer1->addChild(sister2);
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layer1->addChild(label);
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this->addChild( layer1, 0, kTagLayer);
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sister1->setPosition( Vec2( s.width*1/3, 0));
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sister2->setPosition( Vec2( s.width*2/3, 0));
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label->setPosition( Vec2( s.width/2, 0));
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layer1->runAction(
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RepeatForever::create(
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Sequence::create(
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FadeTo::create(4, 0),
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FadeTo::create(4, 255),
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DelayTime::create(1),
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nullptr)));
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sister1->runAction(
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RepeatForever::create(
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Sequence::create(
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FadeTo::create(2, 0),
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FadeTo::create(2, 255),
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FadeTo::create(2, 0),
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FadeTo::create(2, 255),
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DelayTime::create(1),
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nullptr)));
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// Enable cascading in scene
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setEnableRecursiveCascading(this, true);
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}
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std::string LayerTestCascadingOpacityB::subtitle() const
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{
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return "CCLayerColor: cascading opacity";
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}
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// LayerTestCascadingOpacityC
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void LayerTestCascadingOpacityC::onEnter()
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{
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LayerTest::onEnter();
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auto s = Director::getInstance()->getWinSize();
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auto layer1 = LayerColor::create(Color4B(192, 0, 0, 255), s.width, s.height/2);
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layer1->setCascadeColorEnabled(false);
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layer1->setCascadeOpacityEnabled(false);
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layer1->setPosition( Vec2(0, s.height/2));
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auto sister1 = Sprite::create("Images/grossinis_sister1.png");
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auto sister2 = Sprite::create("Images/grossinis_sister2.png");
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auto label = Label::createWithBMFont("fonts/bitmapFontTest.fnt", "Test");
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layer1->addChild(sister1);
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layer1->addChild(sister2);
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layer1->addChild(label);
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this->addChild( layer1, 0, kTagLayer);
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sister1->setPosition( Vec2( s.width*1/3, 0));
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sister2->setPosition( Vec2( s.width*2/3, 0));
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label->setPosition( Vec2( s.width/2, 0));
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layer1->runAction(
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RepeatForever::create(
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Sequence::create(
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FadeTo::create(4, 0),
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FadeTo::create(4, 255),
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DelayTime::create(1),
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nullptr)));
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sister1->runAction(
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RepeatForever::create(
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Sequence::create(
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FadeTo::create(2, 0),
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FadeTo::create(2, 255),
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FadeTo::create(2, 0),
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FadeTo::create(2, 255),
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DelayTime::create(1),
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nullptr)));
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}
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std::string LayerTestCascadingOpacityC::subtitle() const
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{
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return "CCLayerColor: non-cascading opacity";
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}
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//// Example LayerTestCascadingColor
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// LayerTestCascadingColorA
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void LayerTestCascadingColorA::onEnter()
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{
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LayerTest::onEnter();
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auto s = Director::getInstance()->getWinSize();
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auto layer1 = Layer::create();
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auto sister1 = Sprite::create("Images/grossinis_sister1.png");
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auto sister2 = Sprite::create("Images/grossinis_sister2.png");
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auto label = Label::createWithBMFont("fonts/bitmapFontTest.fnt", "Test");
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layer1->addChild(sister1);
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layer1->addChild(sister2);
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layer1->addChild(label);
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this->addChild( layer1, 0, kTagLayer);
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sister1->setPosition( Vec2( s.width*1/3, s.height/2));
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sister2->setPosition( Vec2( s.width*2/3, s.height/2));
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label->setPosition( Vec2( s.width/2, s.height/2));
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layer1->runAction(
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RepeatForever::create(
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Sequence::create(
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TintTo::create(6, 255, 0, 255),
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TintTo::create(6, 255, 255, 255),
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DelayTime::create(1),
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nullptr)));
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sister1->runAction(
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RepeatForever::create(
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Sequence::create(
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TintTo::create(2, 255, 255, 0),
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TintTo::create(2, 255, 255, 255),
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TintTo::create(2, 0, 255, 255),
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TintTo::create(2, 255, 255, 255),
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TintTo::create(2, 255, 0, 255),
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TintTo::create(2, 255, 255, 255),
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DelayTime::create(1),
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nullptr)));
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// Enable cascading in scene
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setEnableRecursiveCascading(this, true);
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}
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std::string LayerTestCascadingColorA::subtitle() const
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{
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return "Layer: cascading color";
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}
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// LayerTestCascadingColorB
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void LayerTestCascadingColorB::onEnter()
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{
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LayerTest::onEnter();
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auto s = Director::getInstance()->getWinSize();
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auto layer1 = LayerColor::create(Color4B(255, 255, 255, 255), s.width, s.height/2);
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layer1->setPosition( Vec2(0, s.height/2));
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auto sister1 = Sprite::create("Images/grossinis_sister1.png");
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auto sister2 = Sprite::create("Images/grossinis_sister2.png");
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auto label = Label::createWithBMFont("fonts/bitmapFontTest.fnt", "Test");
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layer1->addChild(sister1);
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layer1->addChild(sister2);
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layer1->addChild(label);
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this->addChild( layer1, 0, kTagLayer);
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sister1->setPosition( Vec2( s.width*1/3, 0));
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sister2->setPosition( Vec2( s.width*2/3, 0));
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label->setPosition( Vec2( s.width/2, 0));
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layer1->runAction(
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RepeatForever::create(
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Sequence::create(
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TintTo::create(6, 255, 0, 255),
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TintTo::create(6, 255, 255, 255),
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DelayTime::create(1),
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nullptr)));
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sister1->runAction(
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RepeatForever::create(
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Sequence::create(
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TintTo::create(2, 255, 255, 0),
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TintTo::create(2, 255, 255, 255),
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TintTo::create(2, 0, 255, 255),
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TintTo::create(2, 255, 255, 255),
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TintTo::create(2, 255, 0, 255),
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TintTo::create(2, 255, 255, 255),
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DelayTime::create(1),
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nullptr)));
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// Enable cascading in scene
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setEnableRecursiveCascading(this, true);
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}
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std::string LayerTestCascadingColorB::subtitle() const
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{
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return "CCLayerColor: cascading color";
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}
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// LayerTestCascadingColorC
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void LayerTestCascadingColorC::onEnter()
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{
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LayerTest::onEnter();
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auto s = Director::getInstance()->getWinSize();
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auto layer1 = LayerColor::create(Color4B(255, 255, 255, 255), s.width, s.height/2);
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layer1->setCascadeColorEnabled(false);
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layer1->setPosition( Vec2(0, s.height/2));
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auto sister1 = Sprite::create("Images/grossinis_sister1.png");
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auto sister2 = Sprite::create("Images/grossinis_sister2.png");
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auto label = Label::createWithBMFont("fonts/bitmapFontTest.fnt", "Test");
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layer1->addChild(sister1);
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layer1->addChild(sister2);
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layer1->addChild(label);
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this->addChild( layer1, 0, kTagLayer);
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sister1->setPosition( Vec2( s.width*1/3, 0));
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sister2->setPosition( Vec2( s.width*2/3, 0));
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label->setPosition( Vec2( s.width/2, 0));
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layer1->runAction(
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RepeatForever::create(
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Sequence::create(
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TintTo::create(6, 255, 0, 255),
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TintTo::create(6, 255, 255, 255),
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DelayTime::create(1),
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nullptr)));
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sister1->runAction(
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RepeatForever::create(
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Sequence::create(
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TintTo::create(2, 255, 255, 0),
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TintTo::create(2, 255, 255, 255),
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TintTo::create(2, 0, 255, 255),
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TintTo::create(2, 255, 255, 255),
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TintTo::create(2, 255, 0, 255),
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TintTo::create(2, 255, 255, 255),
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DelayTime::create(1),
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nullptr)));
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}
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std::string LayerTestCascadingColorC::subtitle() const
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{
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return "CCLayerColor: non-cascading color";
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}
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//------------------------------------------------------------------
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//
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// LayerTest1
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//
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//------------------------------------------------------------------
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void LayerTest1::onEnter()
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{
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LayerTest::onEnter();
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auto listener = EventListenerTouchAllAtOnce::create();
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listener->onTouchesBegan = CC_CALLBACK_2(LayerTest1::onTouchesBegan, this);
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listener->onTouchesMoved = CC_CALLBACK_2(LayerTest1::onTouchesMoved, this);
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listener->onTouchesEnded = CC_CALLBACK_2(LayerTest1::onTouchesEnded, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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auto s = Director::getInstance()->getWinSize();
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auto layer = LayerColor::create( Color4B(0xFF, 0x00, 0x00, 0x80), 200, 200);
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layer->ignoreAnchorPointForPosition(false);
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layer->setPosition( Vec2(s.width/2, s.height/2) );
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addChild(layer, 1, kTagLayer);
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}
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void LayerTest1::updateSize(Vec2 &touchLocation)
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{
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auto s = Director::getInstance()->getWinSize();
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auto newSize = Size( fabs(touchLocation.x - s.width/2)*2, fabs(touchLocation.y - s.height/2)*2);
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auto l = (LayerColor*) getChildByTag(kTagLayer);
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l->setContentSize( newSize );
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}
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void LayerTest1::onTouchesBegan(const std::vector<Touch*>& touches, Event *event)
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{
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onTouchesMoved(touches, event);
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}
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void LayerTest1::onTouchesMoved(const std::vector<Touch*>& touches, Event *event)
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{
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auto touchLocation = touches[0]->getLocation();
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updateSize(touchLocation);
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}
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void LayerTest1::onTouchesEnded(const std::vector<Touch*>& touches, Event *event)
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{
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onTouchesMoved(touches, event);
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}
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std::string LayerTest1::subtitle() const
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{
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return "ColorLayer resize (tap & move)";
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}
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//------------------------------------------------------------------
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//
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// LayerTest2
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//
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//------------------------------------------------------------------
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void LayerTest2::onEnter()
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{
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LayerTest::onEnter();
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auto s = Director::getInstance()->getWinSize();
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auto layer1 = LayerColor::create( Color4B(255, 255, 0, 80), 100, 300);
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layer1->setPosition(Vec2(s.width/3, s.height/2));
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layer1->ignoreAnchorPointForPosition(false);
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addChild(layer1, 1);
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auto layer2 = LayerColor::create( Color4B(0, 0, 255, 255), 100, 300);
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layer2->setPosition(Vec2((s.width/3)*2, s.height/2));
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layer2->ignoreAnchorPointForPosition(false);
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addChild(layer2, 1);
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auto actionTint = TintBy::create(2, -255, -127, 0);
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auto actionTintBack = actionTint->reverse();
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auto seq1 = Sequence::create( actionTint, actionTintBack, nullptr);
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layer1->runAction(seq1);
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auto actionFade = FadeOut::create(2.0f);
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auto actionFadeBack = actionFade->reverse();
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auto seq2 = Sequence::create(actionFade, actionFadeBack, nullptr);
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layer2->runAction(seq2);
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}
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std::string LayerTest2::subtitle() const
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{
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return "ColorLayer: fade and tint";
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}
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//------------------------------------------------------------------
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//
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// LayerTestBlend
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//
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//------------------------------------------------------------------
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LayerTestBlend::LayerTestBlend()
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{
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auto s = Director::getInstance()->getWinSize();
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auto layer1 = LayerColor::create( Color4B(255, 255, 255, 80) );
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auto sister1 = Sprite::create(s_pathSister1);
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auto sister2 = Sprite::create(s_pathSister2);
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addChild(sister1);
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addChild(sister2);
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addChild(layer1, 100, kTagLayer);
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sister1->setPosition( Vec2( s.width*1/3, s.height/2) );
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sister2->setPosition( Vec2( s.width*2/3, s.height/2) );
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schedule( CC_SCHEDULE_SELECTOR(LayerTestBlend::newBlend), 1.0f);
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}
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void LayerTestBlend::newBlend(float dt)
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{
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auto layer = (LayerColor*)getChildByTag(kTagLayer);
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GLenum src;
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GLenum dst;
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if( layer->getBlendFunc().dst == GL_ZERO )
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{
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src = GL_SRC_ALPHA;
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dst = GL_ONE_MINUS_SRC_ALPHA;
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}
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else
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{
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src = GL_ONE_MINUS_DST_COLOR;
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dst = GL_ZERO;
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}
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BlendFunc bf = {src, dst};
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layer->setBlendFunc( bf );
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}
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std::string LayerTestBlend::subtitle() const
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{
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return "ColorLayer: blend";
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}
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//------------------------------------------------------------------
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//
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// LayerGradientTest
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//
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//------------------------------------------------------------------
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LayerGradientTest::LayerGradientTest()
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{
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auto layer1 = LayerGradient::create(Color4B(255,0,0,255), Color4B(0,255,0,255), Vec2(0.9f, 0.9f));
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addChild(layer1, 0, kTagLayer);
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auto listener = EventListenerTouchAllAtOnce::create();
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listener->onTouchesMoved = CC_CALLBACK_2(LayerGradientTest::onTouchesMoved, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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auto label1 = Label::createWithTTF("Compressed Interpolation: Enabled", "fonts/Marker Felt.ttf", 26);
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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);
|
|
}
|