Exemple #1
0
    CCRenderTexture* UILabelTTF::createStroke(CCLabelTTF* label, float size ,ccColor3B cor)
    {
        float RealSize = size;
        if(label == NULL || label->getTexture() == NULL)
        {
            return NULL;
        }
		label->setAnchorPoint(ccp(0.5, 0.5));
        CCRenderTexture* rt = CCRenderTexture::create(label->getContentSize().width + RealSize*2, label->getContentSize().height + RealSize*2);
		rt->setAnchorPoint(ccp(0.0,0.0));
		rt->setPosition(0,0);
        if(rt->getSprite() && rt->getSprite()->getTexture())
        {
            rt->getSprite()->getTexture()->setAntiAliasTexParameters();
			rt->getSprite()->setOpacityModifyRGB(true);
        }
		else
		{
			CCLog("UILabelTTF null texture");
		}

		CCPoint originalPos = label->getPosition();
		ccColor3B originalColor = label->getColor();
		bool originalVisibility = label->isVisible();
		label->setColor(cor);
		label->setVisible(true);
		ccBlendFunc originalBlend = label->getBlendFunc();
		ccBlendFunc tBlendFunc = {GL_SRC_ALPHA, GL_ONE };
		label->setBlendFunc(tBlendFunc);

		rt->clear(0, 0, 0, 0);
		CCPoint center = ccp(label->getContentSize().width/2 ,label->getContentSize().height /2 );
		rt->begin();
		label->setPosition(ccp(center.x, center.y - RealSize));
		label->visit();
		label->setPosition(ccp(center.x + 2*RealSize, center.y - 2*RealSize));
		label->visit();
		label->setPosition(ccp(center.x + RealSize, center.y));
		label->visit();
		label->setPosition(ccp(center.x + 2*RealSize, center.y - RealSize));
		label->visit();
		label->setColor(originalColor);
		label->setPosition(ccp(center.x,center.y));
		label->visit();
		rt->end();

        label->setBlendFunc(originalBlend);
        label->setVisible(originalVisibility);
        label->setPosition(originalPos);

		// for test
		//char file[100];
		//sprintf(file,"../../temp/%s_creat.png",label->getString());
		//rt->saveToFile(file,kCCImageFormatPNG);
        return rt;
    }
Exemple #2
0
void CCTransitionRadialCCW::onEnter()
{
	CCTransitionScene::onEnter();
	// create a transparent color layer
	// in which we are going to add our rendertextures
	CCSize size = CCDirector::sharedDirector()->getWinSize();

	// create the second render texture for outScene
	CCRenderTexture *outTexture = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height);

	if (NULL == outTexture)
	{
		return;
	}
	
	outTexture->getSprite()->setAnchorPoint(ccp(0.5f,0.5f));
	outTexture->setPosition(ccp(size.width/2, size.height/2));
	outTexture->setAnchorPoint(ccp(0.5f,0.5f));

	// render outScene to its texturebuffer
	outTexture->clear(0,0,0,1);
	outTexture->begin();
	m_pOutScene->visit();
	outTexture->end();

	//	Since we've passed the outScene to the texture we don't need it.
	this->hideOutShowIn();

	//	We need the texture in RenderTexture.
	CCProgressTimer *outNode = CCProgressTimer::progressWithTexture(outTexture->getSprite()->getTexture());
	// but it's flipped upside down so we flip the sprite
	outNode->getSprite()->setFlipY(true);
	//	Return the radial type that we want to use
	outNode->setType(radialType());
	outNode->setPercentage(100.f);
	outNode->setPosition(ccp(size.width/2, size.height/2));
	outNode->setAnchorPoint(ccp(0.5f,0.5f));

	// create the blend action
	CCAction * layerAction = CCSequence::actions
	(
		CCProgressFromTo::actionWithDuration(m_fDuration, 100.0f, 0.0f),
		CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)),
		NULL
	);
	// run the blend action
	outNode->runAction(layerAction);

	// add the layer (which contains our two rendertextures) to the scene
	this->addChild(outNode, 2, kSceneRadial);
}
// CCTransitionProgress
void CCTransitionProgress::onEnter()
{
    CCTransitionScene::onEnter();

    setupTransition();
    
    // create a transparent color layer
    // in which we are going to add our rendertextures
    CCSize size = CCDirector::sharedDirector()->getWinSize();

    // create the second render texture for outScene
    CCRenderTexture *texture = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height);
    texture->getSprite()->setAnchorPoint(ccp(0.5f,0.5f));
    texture->setPosition(ccp(size.width/2, size.height/2));
    texture->setAnchorPoint(ccp(0.5f,0.5f));

    // render outScene to its texturebuffer
    texture->clear(0, 0, 0, 1);
    texture->begin();
    m_pSceneToBeModified->visit();
    texture->end();


    //    Since we've passed the outScene to the texture we don't need it.
    if (m_pSceneToBeModified == m_pOutScene)
    {
        hideOutShowIn();
    }
    //    We need the texture in RenderTexture.
    CCProgressTimer *pNode = progressTimerNodeWithRenderTexture(texture);

    // create the blend action
    CCActionInterval* layerAction = (CCActionInterval*)CCSequence::create(
        CCProgressFromTo::create(m_fDuration, m_fFrom, m_fTo),
        CCCallFunc::create(this, callfunc_selector(CCTransitionProgress::finish)), 
        NULL);
    // run the blend action
    pNode->runAction(layerAction);

    // add the layer (which contains our two rendertextures) to the scene
    addChild(pNode, 2, kCCSceneRadial);
}