Ejemplo n.º 1
0
bool EraserSprite::getEraserOk()
{
	m_bEraserOk = false;

	CCImage* image = new CCImage();
	image = m_pRTex->newCCImage(true);

	int m = 3;
	if (image->hasAlpha())
	{
		m = 4;
	}

	unsigned char *data_= image->getData();
	int x = 0, y = 0;
	/// 这里要一点,即Opengl下,其中心点坐标在左上角
	for (x = 0; x < spriteSize.width; ++x)
	{
		for (y = 0 ; y < spriteSize.height; ++y)
		{

			unsigned char *pixel = data_ + (x + y * image->getWidth()) * m;

			// You can see/change pixels' RGBA value(0-255) here !
			unsigned int r = (unsigned int)*pixel;
			unsigned int g = (unsigned int)*(pixel + 1);
			unsigned int b = (unsigned int)*(pixel + 2) ;
			unsigned int a = (unsigned int)*(pixel + 3);

			if (r != 0 && g != 0 && b != 0 && a != 0)
			{
				m_bEraserOk = false;
				break;
			}
		}
		if (spriteSize.height != y)
		{
			break;
		}
	}
	if (x == spriteSize.width && y == spriteSize.height)
	{
		m_bEraserOk = true;
	}

	delete image;

	return this->m_bEraserOk;
}
Ejemplo n.º 2
0
CCSprite* GameUtil::fitSprite(CCSprite* pSprite)
{
	// 원본의 원래위치 백업
	CCPoint ptOrg = pSprite->getPosition();

	// 원본 스프라이트 위치를 Center로 설정
	pSprite->setPosition(ccp(pSprite->getContentSize().width/2, pSprite->getContentSize().height/2));

	// CCImage를 만들기 위해서 RenderTexture 생성
	CCRenderTexture * rtNew = CCRenderTexture::create((int)pSprite->getContentSize().width, (int)pSprite->getContentSize().height);
	rtNew->begin();
	pSprite->visit();
    rtNew->end();

	// CCImage 생성
	CCImage *pImage = rtNew->newCCImage();
	int width = pImage->getWidth();
	int height = pImage->getHeight();

	int bytesPerComponent = pImage->getBitsPerComponent() / 8; // 기본값 8bit
	bool bAlpha = pImage->hasAlpha();

	int nRGBA = 4;
	if (!bAlpha)
		nRGBA = 3;

	// 픽셀 데이터 (RGBA 순서, 각각 bytesPerComponent 크기만큼)
	unsigned char* pData = pImage->getData();

	int index = 0;
	int l=5000;	// left
	int r=0;	// right
	int t=0;	// top
	int b=5000;	// bottom

	unsigned char* ptr;

	for (int x=0; x<width; x++) {
		for (int y=0; y<height; y++) {

			index = (y*width + x) * bytesPerComponent * nRGBA;

			ptr = pData + index;

			if (0 != ptr[0] || 0 != ptr[1] || 0 != ptr[2]) 
			{
				l = min(l, x); // left
				r = max(r, x); // right
				t = max(t, y); // top
				b = min(b, y); // bottom
			}
		}
	}

	// 좌표계 보정 (픽셀데이터는 좌상단을 0,0 으로 하기때문에)
	int b2 = pSprite->getContentSize().height - t;
	int t2 = pSprite->getContentSize().height - b;

	CC_SAFE_DELETE(pImage);

	// 원래 위치로 설정
	pSprite->setPosition(ptOrg);

	// 스프라이트로 생성
	CCSprite* pCrop = CCSprite::createWithTexture(pSprite->getTexture());
	pCrop->setTextureRect(CCRect(l, b2, r-l, t2-b2));
	pCrop->setPosition(ccp(pCrop->getContentSize().width/2, pCrop->getContentSize().height/2));
	pCrop->setFlipY(true);

	// 크기에 꼭 맞는 새로운 RenderTexture를 만든다.
	CCRenderTexture * rtNew2 = CCRenderTexture::create(r-l, t2-b2);
	rtNew2->begin();
	pCrop->visit();
    rtNew2->end();

	// 크기에 꼭 맞는 새로운 Sprite를 만든다.
	CCSprite *retSprite = CCSprite::createWithTexture(rtNew2->getSprite()->getTexture());
	retSprite->setFlipY(true);

	rtNew2->release();
	pCrop->release();
	
	return retSprite;
}
Ejemplo n.º 3
0
CCRect GameUtil::getFitRect(CCSprite* pSprite)
{
	// 원본의 원래위치 백업
	CCPoint ptOrg = pSprite->getPosition();

	// 원본 스프라이트 위치를 Center로 설정
	pSprite->setPosition(ccp(pSprite->getContentSize().width/2, pSprite->getContentSize().height/2));

	// CCImage를 만들기 위해서 RenderTexture 생성
	CCRenderTexture * rtNew = CCRenderTexture::create((int)pSprite->getContentSize().width, (int)pSprite->getContentSize().height);
	rtNew->begin();
	pSprite->visit();
    rtNew->end();

	// CCImage 생성
	CCImage *pImage = rtNew->newCCImage();
	int width = pImage->getWidth();
	int height = pImage->getHeight();

	int bytesPerComponent = pImage->getBitsPerComponent() / 8; // 기본값 8bit
	bool bAlpha = pImage->hasAlpha();

	int nRGBA = 4;
	if (!bAlpha)
		nRGBA = 3;

	// 픽셀 데이터 (RGBA 순서, 각각 bytesPerComponent 크기만큼)
	unsigned char* pData = pImage->getData();

	int index = 0;
	int l=5000;	// left
	int r=0;	// right
	int t=5000;	// top
	int b=0;	// bottom

	unsigned char* ptr;

	for (int x=0; x<width; x++) {
		for (int y=0; y<height; y++) {

			index = (y*width + x) * bytesPerComponent * nRGBA;

			ptr = pData + index;

			if (0 != ptr[0] || 0 != ptr[1] || 0 != ptr[2]) 
			{
				l = min(l, x); // left
				r = max(r, x); // right
				t = min(t, y); // top
				b = max(b, y); // bottpm
			}
		}
	}

	// 좌표계 보정 (픽셀데이터는 좌상단을 0,0 으로 하기때문에)
	int b2 = pSprite->getContentSize().height - t;
	int t2 = pSprite->getContentSize().height - b;

	CC_SAFE_DELETE(pImage);

	// 원래 위치로 설정
	pSprite->setPosition(ptOrg);

	CCRect rc;
	rc.origin.x = l;
	rc.origin.y = t2;
	rc.size.width = r - l;
	rc.size.height = b2 - t2;

	return rc;
}
Ejemplo n.º 4
0
static void* loadImage(void* data)
{
    AsyncStruct *pAsyncStruct = NULL;

    while (true)
    {
        // create autorelease pool for iOS
        CCThread thread;
        thread.createAutoreleasePool();
        
        // wait for rendering thread to ask for loading if s_pAsyncStructQueue is empty
        int semWaitRet = sem_wait(s_pSem);
        if( semWaitRet < 0 )
        {
            CCLOG( "CCTextureCache async thread semaphore error: %s\n", strerror( errno ) );
            break;
        }

        std::queue<AsyncStruct*>* pQueue = s_pAsyncStructQueue;

        pthread_mutex_lock(&s_asyncStructQueueMutex);// get async struct from queue
        if (pQueue->empty())
        {
            pthread_mutex_unlock(&s_asyncStructQueueMutex);
            if (need_quit)
                break;
            else
                continue;
        }
        else
        {
            pAsyncStruct = pQueue->front();
            pQueue->pop();
            pthread_mutex_unlock(&s_asyncStructQueueMutex);
        }        

        const char* filename = pAsyncStruct->filename.c_str();

        // compute image type
        CCImage::EImageFormat imageType = CCImage::computeImageFormatType(pAsyncStruct->filename);
        if (imageType == CCImage::kFmtUnKnown)
        {
            CCLOG("unsupported format %s",filename);
            delete pAsyncStruct;
            continue;
        }
        
        // generate image
        CCImage* pImage = pAsyncStruct->image;
        if (pImage && !pImage->initWithImageFileThreadSafe(filename, imageType))
        {
			pAsyncStruct->image = NULL;
            CC_SAFE_RELEASE(pImage);
            CCLOG("can not load %s", filename);
            continue;
        }
		
		unsigned char* tempData = CCImage::convertToRequiredFormat(pImage);
		if (tempData != pImage->getData())
		{
			CCSize size = CCSizeMake(pImage->getWidth(), pImage->getHeight());
			size_t bpp = pImage->getBitsPerComponent();
		CCTexture2DPixelFormat pixelFormat = pImage->hasAlpha() ? CCTexture2D::getDefaultAlphaPixelFormat() : (bpp >= 8 ? kCCTexture2DPixelFormat_RGB888 : kCCTexture2DPixelFormat_RGB565);
			pAsyncStruct->image = NULL;
			CC_SAFE_RELEASE(pImage);
			pAsyncStruct->data = tempData;
			pAsyncStruct->size = size;
			pAsyncStruct->pixelFormat = pixelFormat;
		}

        // generate image info
        ImageInfo* pImageInfo = new ImageInfo();
        pImageInfo->asyncStruct = pAsyncStruct;
        pImageInfo->imageType = imageType;

        // put the image info into the queue
        pthread_mutex_lock(&s_ImageInfoMutex);
        s_pImageQueue->push(pImageInfo);
		pthread_mutex_unlock(&s_ImageInfoMutex);
    }
    
    if( s_pSem != NULL )
    {
    #if CC_ASYNC_TEXTURE_CACHE_USE_NAMED_SEMAPHORE
        sem_unlink(CC_ASYNC_TEXTURE_CACHE_SEMAPHORE);
        sem_close(s_pSem);
    #else
        sem_destroy(s_pSem);
    #endif
        s_pSem = NULL;
        delete s_pAsyncStructQueue;
        delete s_pImageQueue;
    }

    return 0;
}