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- /****************************************************************************
- Copyright (c) 2010 Lam Pham
- Copyright (c) 2010-2012 cocos2d-x.org
- Copyright (c) 2013-2017 Chukong Technologies Inc
- Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
- http://www.cocos2d-x.org
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- ****************************************************************************/
- #include "2d/CCProgressTimer.h"
- #include <algorithm>
- #include "base/ccMacros.h"
- #include "base/CCDirector.h"
- #include "2d/CCSprite.h"
- #include "renderer/ccGLStateCache.h"
- #include "renderer/CCRenderer.h"
- NS_CC_BEGIN
- #define kProgressTextureCoordsCount 4
- // kProgressTextureCoords holds points {0,1} {0,0} {1,0} {1,1} we can represent it as bits
- const char kProgressTextureCoords = 0x4b;
- ProgressTimer::ProgressTimer()
- :_type(Type::RADIAL)
- ,_midpoint(0,0)
- ,_barChangeRate(0,0)
- ,_percentage(0.0f)
- ,_sprite(nullptr)
- ,_vertexDataCount(0)
- ,_vertexData(nullptr)
- ,_reverseDirection(false)
- {}
- ProgressTimer* ProgressTimer::create(Sprite* sp)
- {
- ProgressTimer *progressTimer = new (std::nothrow) ProgressTimer();
- if (progressTimer && progressTimer->initWithSprite(sp))
- {
- progressTimer->autorelease();
- return progressTimer;
- }
-
- delete progressTimer;
- return nullptr;
- }
- bool ProgressTimer::initWithSprite(Sprite* sp)
- {
- setPercentage(0.0f);
- _vertexData = nullptr;
- _vertexDataCount = 0;
- setAnchorPoint(Vec2(0.5f,0.5f));
- _type = Type::RADIAL;
- _reverseDirection = false;
- setMidpoint(Vec2(0.5f, 0.5f));
- setBarChangeRate(Vec2(1,1));
- setSprite(sp);
- // shader state
- setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR, sp->getTexture()));
- return true;
- }
- ProgressTimer::~ProgressTimer(void)
- {
- CC_SAFE_FREE(_vertexData);
- CC_SAFE_RELEASE(_sprite);
- }
- void ProgressTimer::setPercentage(float percentage)
- {
- if (_percentage != percentage)
- {
- _percentage = clampf(percentage, 0, 100);
- updateProgress();
- }
- }
- void ProgressTimer::setSprite(Sprite *sprite)
- {
- if (_sprite != sprite)
- {
- #if CC_ENABLE_GC_FOR_NATIVE_OBJECTS
- auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
- if (sEngine)
- {
- if (_sprite)
- sEngine->releaseScriptObject(this, _sprite);
- if (sprite)
- sEngine->retainScriptObject(this, sprite);
- }
- #endif // CC_ENABLE_GC_FOR_NATIVE_OBJECTS
- CC_SAFE_RETAIN(sprite);
- CC_SAFE_RELEASE(_sprite);
- _sprite = sprite;
- setContentSize(_sprite->getContentSize());
- // Every time we set a new sprite, we free the current vertex data
- if (_vertexData)
- {
- CC_SAFE_FREE(_vertexData);
- _vertexDataCount = 0;
- updateProgress();
- }
- }
- }
- void ProgressTimer::setType(Type type)
- {
- if (type != _type)
- {
- // release all previous information
- if (_vertexData)
- {
- CC_SAFE_FREE(_vertexData);
- _vertexData = nullptr;
- _vertexDataCount = 0;
- }
- _type = type;
- }
- }
- void ProgressTimer::setReverseDirection(bool reverse)
- {
- if( _reverseDirection != reverse ) {
- _reverseDirection = reverse;
- // release all previous information
- CC_SAFE_FREE(_vertexData);
- _vertexDataCount = 0;
- }
- }
- // Interval
- ///
- // @returns the vertex position from the texture coordinate
- ///
- Tex2F ProgressTimer::textureCoordFromAlphaPoint(Vec2 alpha)
- {
- Tex2F ret(0.0f, 0.0f);
- if (!_sprite) {
- return ret;
- }
- V3F_C4B_T2F_Quad quad = _sprite->getQuad();
- Vec2 min(quad.bl.texCoords.u,quad.bl.texCoords.v);
- Vec2 max(quad.tr.texCoords.u,quad.tr.texCoords.v);
- // Fix bug #1303 so that progress timer handles sprite frame texture rotation
- if (_sprite->isTextureRectRotated()) {
- std::swap(alpha.x, alpha.y);
- }
- return Tex2F(min.x * (1.f - alpha.x) + max.x * alpha.x, min.y * (1.f - alpha.y) + max.y * alpha.y);
- }
- Vec2 ProgressTimer::vertexFromAlphaPoint(Vec2 alpha)
- {
- Vec2 ret(0.0f, 0.0f);
- if (!_sprite) {
- return ret;
- }
- V3F_C4B_T2F_Quad quad = _sprite->getQuad();
- Vec2 min(quad.bl.vertices.x,quad.bl.vertices.y);
- Vec2 max(quad.tr.vertices.x,quad.tr.vertices.y);
- ret.x = min.x * (1.f - alpha.x) + max.x * alpha.x;
- ret.y = min.y * (1.f - alpha.y) + max.y * alpha.y;
- return ret;
- }
- void ProgressTimer::updateColor(void)
- {
- if (!_sprite) {
- return;
- }
- if (_vertexData)
- {
- Color4B sc = _sprite->getQuad().tl.colors;
- for (int i = 0; i < _vertexDataCount; ++i)
- {
- _vertexData[i].colors = sc;
- }
- }
- }
- void ProgressTimer::updateProgress(void)
- {
- switch (_type)
- {
- case Type::RADIAL:
- updateRadial();
- break;
- case Type::BAR:
- updateBar();
- break;
- default:
- break;
- }
- }
- void ProgressTimer::setAnchorPoint(const Vec2& anchorPoint)
- {
- Node::setAnchorPoint(anchorPoint);
- }
- Vec2 ProgressTimer::getMidpoint() const
- {
- return _midpoint;
- }
- void ProgressTimer::setColor(const Color3B &color)
- {
- _sprite->setColor(color);
- updateColor();
- }
- const Color3B& ProgressTimer::getColor() const
- {
- return _sprite->getColor();
- }
- void ProgressTimer::setOpacity(GLubyte opacity)
- {
- _sprite->setOpacity(opacity);
- updateColor();
- }
- GLubyte ProgressTimer::getOpacity() const
- {
- return _sprite->getOpacity();
- }
- void ProgressTimer::setMidpoint(const Vec2& midPoint)
- {
- _midpoint = midPoint.getClampPoint(Vec2::ZERO, Vec2(1, 1));
- }
- ///
- // Update does the work of mapping the texture onto the triangles
- // It now doesn't occur the cost of free/alloc data every update cycle.
- // It also only changes the percentage point but no other points if they have not
- // been modified.
- //
- // It now deals with flipped texture. If you run into this problem, just use the
- // sprite property and enable the methods flipX, flipY.
- ///
- void ProgressTimer::updateRadial(void)
- {
- if (!_sprite) {
- return;
- }
- float alpha = _percentage / 100.f;
- float angle = 2.f*((float)M_PI) * ( _reverseDirection ? alpha : 1.0f - alpha);
- // We find the vector to do a hit detection based on the percentage
- // We know the first vector is the one @ 12 o'clock (top,mid) so we rotate
- // from that by the progress angle around the _midpoint pivot
- Vec2 topMid(_midpoint.x, 1.f);
- Vec2 percentagePt = topMid.rotateByAngle(_midpoint, angle);
- int index = 0;
- Vec2 hit;
- if (alpha == 0.f) {
- // More efficient since we don't always need to check intersection
- // If the alpha is zero then the hit point is top mid and the index is 0.
- hit = topMid;
- index = 0;
- } else if (alpha == 1.f) {
- // More efficient since we don't always need to check intersection
- // If the alpha is one then the hit point is top mid and the index is 4.
- hit = topMid;
- index = 4;
- } else {
- // We run a for loop checking the edges of the texture to find the
- // intersection point
- // We loop through five points since the top is split in half
- float min_t = FLT_MAX;
- for (int i = 0; i <= kProgressTextureCoordsCount; ++i) {
- int pIndex = (i + (kProgressTextureCoordsCount - 1))%kProgressTextureCoordsCount;
- Vec2 edgePtA = boundaryTexCoord(i % kProgressTextureCoordsCount);
- Vec2 edgePtB = boundaryTexCoord(pIndex);
- // Remember that the top edge is split in half for the 12 o'clock position
- // Let's deal with that here by finding the correct endpoints
- if(i == 0){
- edgePtB = edgePtA.lerp(edgePtB, 1-_midpoint.x);
- } else if(i == 4){
- edgePtA = edgePtA.lerp(edgePtB, 1-_midpoint.x);
- }
- // s and t are returned by ccpLineIntersect
- float s = 0, t = 0;
- if(Vec2::isLineIntersect(edgePtA, edgePtB, _midpoint, percentagePt, &s, &t))
- {
- // Since our hit test is on rays we have to deal with the top edge
- // being in split in half so we have to test as a segment
- if ((i == 0 || i == 4)) {
- // s represents the point between edgePtA--edgePtB
- if (!(0.f <= s && s <= 1.f)) {
- continue;
- }
- }
- // As long as our t isn't negative we are at least finding a
- // correct hitpoint from _midpoint to percentagePt.
- if (t >= 0.f) {
- // Because the percentage line and all the texture edges are
- // rays we should only account for the shortest intersection
- if (t < min_t) {
- min_t = t;
- index = i;
- }
- }
- }
- }
- // Now that we have the minimum magnitude we can use that to find our intersection
- hit = _midpoint+ ((percentagePt - _midpoint) * min_t);
- }
- // The size of the vertex data is the index from the hitpoint
- // the 3 is for the _midpoint, 12 o'clock point and hitpoint position.
- bool sameIndexCount = true;
- if(_vertexDataCount != index + 3){
- sameIndexCount = false;
- CC_SAFE_FREE(_vertexData);
- _vertexDataCount = 0;
- }
- if(!_vertexData) {
- _vertexDataCount = index + 3;
- _vertexData = (V2F_C4B_T2F*)malloc(_vertexDataCount * sizeof(V2F_C4B_T2F));
- CCASSERT( _vertexData, "CCProgressTimer. Not enough memory");
- }
- updateColor();
- if (!sameIndexCount) {
- // First we populate the array with the _midpoint, then all
- // vertices/texcoords/colors of the 12 'o clock start and edges and the hitpoint
- _vertexData[0].texCoords = textureCoordFromAlphaPoint(_midpoint);
- _vertexData[0].vertices = vertexFromAlphaPoint(_midpoint);
- _vertexData[1].texCoords = textureCoordFromAlphaPoint(topMid);
- _vertexData[1].vertices = vertexFromAlphaPoint(topMid);
- for(int i = 0; i < index; ++i){
- Vec2 alphaPoint = boundaryTexCoord(i);
- _vertexData[i+2].texCoords = textureCoordFromAlphaPoint(alphaPoint);
- _vertexData[i+2].vertices = vertexFromAlphaPoint(alphaPoint);
- }
- }
- // hitpoint will go last
- _vertexData[_vertexDataCount - 1].texCoords = textureCoordFromAlphaPoint(hit);
- _vertexData[_vertexDataCount - 1].vertices = vertexFromAlphaPoint(hit);
- }
- ///
- // Update does the work of mapping the texture onto the triangles for the bar
- // It now doesn't occur the cost of free/alloc data every update cycle.
- // It also only changes the percentage point but no other points if they have not
- // been modified.
- //
- // It now deals with flipped texture. If you run into this problem, just use the
- // sprite property and enable the methods flipX, flipY.
- ///
- void ProgressTimer::updateBar(void)
- {
- if (!_sprite) {
- return;
- }
- float alpha = _percentage / 100.0f;
- Vec2 alphaOffset = Vec2(1.0f * (1.0f - _barChangeRate.x) + alpha * _barChangeRate.x, 1.0f * (1.0f - _barChangeRate.y) + alpha * _barChangeRate.y) * 0.5f;
- Vec2 min = _midpoint - alphaOffset;
- Vec2 max = _midpoint + alphaOffset;
- if (min.x < 0.f) {
- max.x += -min.x;
- min.x = 0.f;
- }
- if (max.x > 1.f) {
- min.x -= max.x - 1.f;
- max.x = 1.f;
- }
- if (min.y < 0.f) {
- max.y += -min.y;
- min.y = 0.f;
- }
- if (max.y > 1.f) {
- min.y -= max.y - 1.f;
- max.y = 1.f;
- }
- if (!_reverseDirection) {
- if(!_vertexData) {
- _vertexDataCount = 4;
- _vertexData = (V2F_C4B_T2F*)malloc(_vertexDataCount * sizeof(V2F_C4B_T2F));
- CCASSERT( _vertexData, "CCProgressTimer. Not enough memory");
- }
- // TOPLEFT
- _vertexData[0].texCoords = textureCoordFromAlphaPoint(Vec2(min.x,max.y));
- _vertexData[0].vertices = vertexFromAlphaPoint(Vec2(min.x,max.y));
- // BOTLEFT
- _vertexData[1].texCoords = textureCoordFromAlphaPoint(Vec2(min.x,min.y));
- _vertexData[1].vertices = vertexFromAlphaPoint(Vec2(min.x,min.y));
- // TOPRIGHT
- _vertexData[2].texCoords = textureCoordFromAlphaPoint(Vec2(max.x,max.y));
- _vertexData[2].vertices = vertexFromAlphaPoint(Vec2(max.x,max.y));
- // BOTRIGHT
- _vertexData[3].texCoords = textureCoordFromAlphaPoint(Vec2(max.x,min.y));
- _vertexData[3].vertices = vertexFromAlphaPoint(Vec2(max.x,min.y));
- } else {
- if(!_vertexData) {
- _vertexDataCount = 8;
- _vertexData = (V2F_C4B_T2F*)malloc(_vertexDataCount * sizeof(V2F_C4B_T2F));
- CCASSERT( _vertexData, "CCProgressTimer. Not enough memory");
- // TOPLEFT 1
- _vertexData[0].texCoords = textureCoordFromAlphaPoint(Vec2(0,1));
- _vertexData[0].vertices = vertexFromAlphaPoint(Vec2(0,1));
- // BOTLEFT 1
- _vertexData[1].texCoords = textureCoordFromAlphaPoint(Vec2(0,0));
- _vertexData[1].vertices = vertexFromAlphaPoint(Vec2(0,0));
- // TOPRIGHT 2
- _vertexData[6].texCoords = textureCoordFromAlphaPoint(Vec2(1,1));
- _vertexData[6].vertices = vertexFromAlphaPoint(Vec2(1,1));
- // BOTRIGHT 2
- _vertexData[7].texCoords = textureCoordFromAlphaPoint(Vec2(1,0));
- _vertexData[7].vertices = vertexFromAlphaPoint(Vec2(1,0));
- }
- // TOPRIGHT 1
- _vertexData[2].texCoords = textureCoordFromAlphaPoint(Vec2(min.x,max.y));
- _vertexData[2].vertices = vertexFromAlphaPoint(Vec2(min.x,max.y));
- // BOTRIGHT 1
- _vertexData[3].texCoords = textureCoordFromAlphaPoint(Vec2(min.x,min.y));
- _vertexData[3].vertices = vertexFromAlphaPoint(Vec2(min.x,min.y));
- // TOPLEFT 2
- _vertexData[4].texCoords = textureCoordFromAlphaPoint(Vec2(max.x,max.y));
- _vertexData[4].vertices = vertexFromAlphaPoint(Vec2(max.x,max.y));
- // BOTLEFT 2
- _vertexData[5].texCoords = textureCoordFromAlphaPoint(Vec2(max.x,min.y));
- _vertexData[5].vertices = vertexFromAlphaPoint(Vec2(max.x,min.y));
- }
- updateColor();
- }
- Vec2 ProgressTimer::boundaryTexCoord(char index)
- {
- if (index < kProgressTextureCoordsCount) {
- if (_reverseDirection) {
- return Vec2((kProgressTextureCoords>>(7-(index<<1)))&1,(kProgressTextureCoords>>(7-((index<<1)+1)))&1);
- } else {
- return Vec2((kProgressTextureCoords>>((index<<1)+1))&1,(kProgressTextureCoords>>(index<<1))&1);
- }
- }
- return Vec2::ZERO;
- }
- void ProgressTimer::onDraw(const Mat4 &transform, uint32_t /*flags*/)
- {
- getGLProgram()->use();
- getGLProgram()->setUniformsForBuiltins(transform);
- GL::blendFunc( _sprite->getBlendFunc().src, _sprite->getBlendFunc().dst );
- GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX );
- GL::bindTexture2D( _sprite->getTexture() );
- glVertexAttribPointer( GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(_vertexData[0]) , &_vertexData[0].vertices);
- glVertexAttribPointer( GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(_vertexData[0]), &_vertexData[0].texCoords);
- glVertexAttribPointer( GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(_vertexData[0]), &_vertexData[0].colors);
- if(_type == Type::RADIAL)
- {
- glDrawArrays(GL_TRIANGLE_FAN, 0, _vertexDataCount);
- CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,_vertexDataCount);
- }
- else if (_type == Type::BAR)
- {
- if (!_reverseDirection)
- {
- glDrawArrays(GL_TRIANGLE_STRIP, 0, _vertexDataCount);
- CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,_vertexDataCount);
- }
- else
- {
- glDrawArrays(GL_TRIANGLE_STRIP, 0, _vertexDataCount/2);
- glDrawArrays(GL_TRIANGLE_STRIP, 4, _vertexDataCount/2);
- // 2 draw calls
- CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(2,_vertexDataCount);
- }
- }
- }
- void ProgressTimer::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
- {
- if( ! _vertexData || ! _sprite)
- return;
- _customCommand.init(_globalZOrder, transform, flags);
- _customCommand.func = CC_CALLBACK_0(ProgressTimer::onDraw, this, transform, flags);
- renderer->addCommand(&_customCommand);
- }
- NS_CC_END
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