Example #1
0
        private void UpdateColor()
        {
            var color4 = new CCColor4B(_displayedColor.R, _displayedColor.G, _displayedColor.B, _displayedOpacity);

            if (m_bOpacityModifyRGB)
            {
                color4.R = (byte)(color4.R * _displayedOpacity / 255.0f);
                color4.G = (byte)(color4.G * _displayedOpacity / 255.0f);
                color4.B = (byte)(color4.B * _displayedOpacity / 255.0f);
            }

            m_sQuad.BottomLeft.Colors  = color4;
            m_sQuad.BottomRight.Colors = color4;
            m_sQuad.TopLeft.Colors     = color4;
            m_sQuad.TopRight.Colors    = color4;

            // renders using Sprite Manager
            if (m_pobBatchNode != null)
            {
                if (m_uAtlasIndex != CCMacros.CCSpriteIndexNotInitialized)
                {
                    m_pobTextureAtlas.UpdateQuad(ref m_sQuad, m_uAtlasIndex);
                }
                else
                {
                    // no need to set it recursively
                    // update dirty_, don't update recursiveDirty_
                    m_bDirty = true;
                }
            }

            // self render
            // do nothing
        }
Example #2
0
        public Atlas1()
        {
            m_textureAtlas = CCTextureAtlas.Create(TestResource.s_AtlasTest, 3);
            //m_textureAtlas.retain();

            CCSize s = CCDirector.SharedDirector.WinSize;

            //
            // Notice: u,v tex coordinates are inverted
            //
            CCV3F_C4B_T2F_Quad[] quads = 
            {
               new  CCV3F_C4B_T2F_Quad() {
                    BottomLeft = new CCV3F_C4B_T2F() { Vertices = new CCVertex3F(0,0,0), Colors = new CCColor4B(0,0,255,255),TexCoords = new CCTex2F(0.0f,1.0f)},				// bottom left
                    BottomRight = new CCV3F_C4B_T2F() { Vertices = new CCVertex3F(s.Width,0,0), Colors = new CCColor4B(0,0,255,0),TexCoords = new CCTex2F(1.0f,1.0f)},			// bottom right
                    TopLeft = new CCV3F_C4B_T2F() { Vertices = new CCVertex3F(0,s.Height,0), Colors = new CCColor4B(0,0,255,0),TexCoords = new CCTex2F(0.0f,0.0f)},			// bottom right
                    TopRight = new CCV3F_C4B_T2F() { Vertices = new CCVertex3F(s.Width,s.Height,0), Colors = new CCColor4B(0,0,255,255),TexCoords = new CCTex2F(1.0f,0.0f)},			// bottom right
                },		
               new  CCV3F_C4B_T2F_Quad() {
                    BottomLeft = new CCV3F_C4B_T2F() { Vertices = new CCVertex3F(40,40,0), Colors = new CCColor4B(255,255,255,255),TexCoords = new CCTex2F(0.0f,0.2f)},				// bottom left
                    BottomRight = new CCV3F_C4B_T2F() { Vertices = new CCVertex3F(120,80,0), Colors = new CCColor4B(255,0,0,255),TexCoords = new CCTex2F(0.5f,0.2f)},			// bottom right
                    TopLeft = new CCV3F_C4B_T2F() { Vertices = new CCVertex3F(40,160,0), Colors = new CCColor4B(255,255,255,255),TexCoords = new CCTex2F(0.0f,0.0f)},			// bottom right
                    TopRight = new CCV3F_C4B_T2F() { Vertices = new CCVertex3F(160,160,0), Colors = new CCColor4B(0,255,0,255),TexCoords = new CCTex2F(0.5f,0.0f)},			// bottom right
                },		
               new  CCV3F_C4B_T2F_Quad() {
                    BottomLeft = new CCV3F_C4B_T2F() { Vertices = new CCVertex3F(s.Width/2,40,0), Colors = new CCColor4B(255,0,0,255),TexCoords = new CCTex2F(0.0f,1.0f)},				// bottom left
                    BottomRight = new CCV3F_C4B_T2F() { Vertices = new CCVertex3F(s.Width,40,0), Colors = new CCColor4B(0,255,0,255),TexCoords = new CCTex2F(1.0f,1.0f)},			// bottom right
                    TopLeft = new CCV3F_C4B_T2F() { Vertices = new CCVertex3F(s.Width/2-50,200,0), Colors = new CCColor4B(0,0,255,255),TexCoords = new CCTex2F(0.0f,0.0f)},			// bottom right
                    TopRight = new CCV3F_C4B_T2F() { Vertices = new CCVertex3F(s.Width,100,0), Colors = new CCColor4B(255,255,0,255),TexCoords = new CCTex2F(1.0f,0.0f)},			// bottom right
                },		
            };

            for( int i=0;i<3;i++) 
            {
                m_textureAtlas.UpdateQuad(ref quads[i], i);
            }
        }
Example #3
0
        public void UpdateTransform()
        {
            Debug.Assert(m_pobBatchNode != null,
                         "updateTransform is only valid when CCSprite is being rendered using an CCSpriteBatchNode");

            // recaculate matrix only if it is dirty
            if (Dirty)
            {
                // If it is not visible, or one of its ancestors is not visible, then do nothing:
                if (!m_bIsVisible ||
                    (m_pParent != null && m_pParent != m_pobBatchNode && ((CCSprite)m_pParent).m_bShouldBeHidden))
                {
                    m_sQuad.BottomRight.Vertices =
                        m_sQuad.TopLeft.Vertices = m_sQuad.TopRight.Vertices = m_sQuad.BottomLeft.Vertices = new CCVertex3F(0, 0, 0);
                    m_bShouldBeHidden            = true;
                }
                else
                {
                    m_bShouldBeHidden = false;

                    if (m_pParent == null || m_pParent == m_pobBatchNode)
                    {
                        m_transformToBatch = NodeToParentTransform();
                    }
                    else
                    {
                        Debug.Assert((m_pParent as CCSprite) != null,
                                     "Logic error in CCSprite. Parent must be a CCSprite");
                        m_transformToBatch = CCAffineTransform.CCAffineTransformConcat(NodeToParentTransform(),
                                                                                       ((CCSprite)m_pParent).
                                                                                       m_transformToBatch);
                    }

                    //
                    // calculate the Quad based on the Affine Matrix
                    //

                    CCSize size = m_obRect.Size;

                    float x1 = m_obOffsetPosition.X;
                    float y1 = m_obOffsetPosition.Y;

                    float x2 = x1 + size.Width;
                    float y2 = y1 + size.Height;
                    float x  = m_transformToBatch.tx;
                    float y  = m_transformToBatch.ty;

                    float cr  = m_transformToBatch.a;
                    float sr  = m_transformToBatch.b;
                    float cr2 = m_transformToBatch.d;
                    float sr2 = -m_transformToBatch.c;
                    float ax  = x1 * cr - y1 * sr2 + x;
                    float ay  = x1 * sr + y1 * cr2 + y;

                    float bx = x2 * cr - y1 * sr2 + x;
                    float by = x2 * sr + y1 * cr2 + y;

                    float cx = x2 * cr - y2 * sr2 + x;
                    float cy = x2 * sr + y2 * cr2 + y;

                    float dx = x1 * cr - y2 * sr2 + x;
                    float dy = x1 * sr + y2 * cr2 + y;

                    m_sQuad.BottomLeft.Vertices  = new CCVertex3F(ax, ay, m_fVertexZ);
                    m_sQuad.BottomRight.Vertices = new CCVertex3F(bx, by, m_fVertexZ);
                    m_sQuad.TopLeft.Vertices     = new CCVertex3F(dx, dy, m_fVertexZ);
                    m_sQuad.TopRight.Vertices    = new CCVertex3F(cx, cy, m_fVertexZ);
                }

                m_pobTextureAtlas.UpdateQuad(ref m_sQuad, m_uAtlasIndex);
                m_bRecursiveDirty = false;
                m_bDirty          = false;
            }

            // recursively iterate over children
            if (m_bHasChildren)
            {
                CCNode[] elements = m_pChildren.Elements;
                if (m_pobBatchNode != null)
                {
                    for (int i = 0, count = m_pChildren.count; i < count; i++)
                    {
                        ((CCSprite)elements[i]).UpdateTransform();
                    }
                }
                else
                {
                    for (int i = 0, count = m_pChildren.count; i < count; i++)
                    {
                        var sprite = elements[i] as CCSprite;
                        if (sprite != null)
                        {
                            sprite.UpdateTransform();
                        }
                    }
                }
            }
        }