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https://github.com/u0u0/Cocos2d-Lua-Community.git
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154 lines
5.7 KiB
C++
154 lines
5.7 KiB
C++
/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2020-2021 cocos2d-lua.org
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "2d/CCClippingRectangleNode.h"
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#include "base/CCDirector.h"
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#include "renderer/CCRenderer.h"
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#include "math/Vec2.h"
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#include "platform/CCGLView.h"
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NS_CC_BEGIN
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ClippingRectangleNode* ClippingRectangleNode::create(const Rect& clippingRegion)
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{
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ClippingRectangleNode* node = new (std::nothrow) ClippingRectangleNode();
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if (node && node->init()) {
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// ClippingRectangleNode mostly use for UI, enable below two attributes.
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node->setCascadeColorEnabled(true);
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node->setCascadeOpacityEnabled(true);
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node->setClippingRegion(clippingRegion);
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node->autorelease();
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} else {
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CC_SAFE_DELETE(node);
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}
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return node;
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}
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ClippingRectangleNode* ClippingRectangleNode::create()
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{
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ClippingRectangleNode* node = new (std::nothrow) ClippingRectangleNode();
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if (node && node->init()) {
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// ClippingRectangleNode mostly use for UI, enable below two attributes.
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node->setCascadeColorEnabled(true);
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node->setCascadeOpacityEnabled(true);
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node->autorelease();
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} else {
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CC_SAFE_DELETE(node);
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}
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return node;
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}
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void ClippingRectangleNode::setClippingRegion(const Rect &clippingRegion)
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{
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_clippingRegion = clippingRegion;
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}
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void ClippingRectangleNode::onBeforeVisitScissor()
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{
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if (_clippingEnabled) {
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// get this ClipRegion
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const Point pos1 = convertToWorldSpace(Point(_clippingRegion.origin.x, _clippingRegion.origin.y));
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const Point pos2 = convertToWorldSpace(Point(_clippingRegion.origin.x + _clippingRegion.size.width, _clippingRegion.origin.y + _clippingRegion.size.height));
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float px = pos1.x;
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float py = pos1.y;
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float width = pos2.x - pos1.x;
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float height = pos2.y - pos1.y;
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if (width < 0) {
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width = 0; //ClippingRectangle should not be rotated
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}
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if (height < 0) {
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height = 0; //ClippingRectangle should not be rotated
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}
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// record old ClipRegion
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GLView* glView = Director::getInstance()->getOpenGLView();
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if (glView->isScissorEnabled()) {
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_preClipRegion = glView->getScissorRect();
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// check collision
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float centerXdelta = (width + _preClipRegion.size.width) / 2;
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float centerYdelta = (height + _preClipRegion.size.height) / 2;
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if (std::abs((px + width / 2) - (_preClipRegion.origin.x + _preClipRegion.size.width / 2)) <= centerXdelta
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&& std::abs((py + height / 2) - (_preClipRegion.origin.y + _preClipRegion.size.height / 2)) <= centerYdelta)
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{
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// get Intersecting rectangle
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px = std::max(px, _preClipRegion.origin.x);
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py = std::max(py, _preClipRegion.origin.y);
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width = std::min(pos1.x + width - px, _preClipRegion.origin.x + _preClipRegion.size.width - px);
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height = std::min(pos1.y + height - py, _preClipRegion.origin.y + _preClipRegion.size.height- py);
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} else {
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//ZERO rect will auto disable Scissor clip, cheat with below code.
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px = -1;
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py = -1;
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width = 1;
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height = 1;
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}
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} else {
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_preClipRegion = Rect::ZERO;
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auto renderer = Director::getInstance()->getRenderer();
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renderer->setScissorTest(true);
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}
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glView->setScissorInPoints(px, py, width, height);
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}
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}
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void ClippingRectangleNode::onAfterVisitScissor()
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{
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if (_clippingEnabled) {
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// rollback to old ClipRegion
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if (!_preClipRegion.equals(Rect::ZERO)) {
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auto glview = Director::getInstance()->getOpenGLView();
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glview->setScissorInPoints(_preClipRegion.origin.x,
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_preClipRegion.origin.y,
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_preClipRegion.size.width,
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_preClipRegion.size.height);
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} else {
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// revert scissor test
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auto renderer = Director::getInstance()->getRenderer();
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renderer->setScissorTest(false);
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}
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}
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}
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void ClippingRectangleNode::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
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{
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if (!_visible) {
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return;
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}
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if (isVisitableByVisitingCamera()) {
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_beforeVisitCmdScissor.init(_globalZOrder);
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_beforeVisitCmdScissor.func = CC_CALLBACK_0(ClippingRectangleNode::onBeforeVisitScissor, this);
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renderer->addCommand(&_beforeVisitCmdScissor);
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Node::visit(renderer, parentTransform, parentFlags);
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_afterVisitCmdScissor.init(_globalZOrder);
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_afterVisitCmdScissor.func = CC_CALLBACK_0(ClippingRectangleNode::onAfterVisitScissor, this);
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renderer->addCommand(&_afterVisitCmdScissor);
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}
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}
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NS_CC_END
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