int Bitmap::handler_method_release( int ptr1,void* ptr2 ) { CCSprite* emubitmap = (CCSprite*)ptr1; CCRenderTexture* fontRender = (CCRenderTexture*)ptr2; if (NULL!=emubitmap) { CCTexture2D* releaseTexture = emubitmap->getTexture(); emubitmap->release(); CCTextureCache::sharedTextureCache()->removeTexture(releaseTexture); } if (NULL!=fontRender) { fontRender->release(); } return 0; }
// Helper bool CCLabelTTF::updateTexture() { //if(this->isFlipY()) // this->setFlipY(false); CCTexture2D *tex; tex = new CCTexture2D(); if (!tex) return false; #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) || (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) ccFontDefinition texDef = _prepareTextDefinition(true); tex->initWithString( m_string.c_str(), &texDef ); #else tex->initWithString( m_string.c_str(), m_pFontName->c_str(), m_fFontSize * CC_CONTENT_SCALE_FACTOR(), CC_SIZE_POINTS_TO_PIXELS(m_tDimensions), m_hAlignment, m_vAlignment); #endif // set the texture this->setTexture(tex); // release it tex->release(); // set the size in the sprite CCRect rect =CCRectZero; rect.size = m_pobTexture->getContentSize(); this->setTextureRect(rect); /***************************给文字描黑边begin*********************************/ CCPoint prePos = this->getPosition(); ccColor3B color1 = this->getColor(); float strokeValue = 2; CCSize textureSize = this->getContentSize(); textureSize.width += 2 * strokeValue; textureSize.height += 2 * strokeValue; /* 监测OpenGl的错误状态 */ glGetError(); /* 创建一张纹理画布 */ CCRenderTexture *rt = CCRenderTexture::create(textureSize.width, textureSize.height); if(!rt) { CCLog("create render texture failed !!!!"); //addChild(label); return 0; } /* 设置描边的颜色 */ this->setColor(ccBLACK); /* *拿到源文字的混色机制,存储以备恢复,并设置新的目标混色机制 *混色机制设为:源颜色透明度(影响亮度)和目标颜色(影响颜色) */ ccBlendFunc originalBlend = this->getBlendFunc(); ccBlendFunc func = { GL_SRC_ALPHA, GL_ONE}; this->setBlendFunc(func); CCPoint anchPoint = this->getAnchorPoint(); /* 这是自定义的一些调整,倾斜了一点 */ this->setAnchorPoint(CCPoint(0.5, 0.5)); //label->setRotationX(15); /* 张开画布,开始绘画 */ rt->begin(); this->setFlipY(true); for(int i = 0; i < 360; i += 5)//每变化5度绘制一张 { float r = CC_DEGREES_TO_RADIANS(i); //度数格式的转换 this->setPosition(CCPoint(textureSize.width * 0.5f + sin(r) * strokeValue,textureSize.height * 0.5f + cos(r) * strokeValue)); /* CCRenderTexture的用法,在begin和end之间visit的纹理,都会画在CCRenderTexture里面 */ this->visit();//画了一次该label } /* 恢复原始的label并绘制在最上层 */ this->setColor(color1); this->setBlendFunc(originalBlend); this->setPosition(CCPoint(textureSize.width * 0.5f, textureSize.height * 0.5f)); this->visit(); this->setFlipY(false); /* 在画布上绘制结束,此时会生成一张纹理 */ rt->end(); /* 取出生成的纹理,添加抗锯齿打磨,并返回 */ CCTexture2D *texture = rt->getSprite()->getTexture(); texture->setAntiAliasTexParameters();// setAliasTexParameters(); this->setTexture(texture); // release it rt->release(); //set the size in the sprite rect =CCRectZero; rect.size = m_pobTexture->getContentSize(); //this->setFlipY(true); //this->setFlipX(true); this->setTextureRect(rect); //if(!this->isFlipY()) // this->setFlipY(true); this->setAnchorPoint(anchPoint); this->setColor(color1); this->setPosition(prePos); /***************************给文字描黑边end*********************************/ //ok return true; }