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[cocos2dx笔记013]一个使用CCRenderTexture创建动态纹理显示数字的类

时间:2017-06-08 11:01:59      阅读:204      评论:0      收藏:0      [点我收藏+]

标签:字符   ace   art   content   sso   情况   cocos   tle   ons   

用CCLabelTTF显示的数字不好看。于是就想到用图片来代理。眼下网上的实现都是把每一个数字做一个CCSprite组合的方式。

可是我想。动态生成纹理的方式。没有就仅仅好自己手动写一个。

头文件

#ifndef _X_NUMBER_H_
#define _X_NUMBER_H_
#include <cocos2d.h>
#include <xtype.h>
namespace cocos2d
{
	//基于图片显示的数字
	/*
		这个类不是用一个一个数字拼起来,而是渲染成一个独立的纹理
		zdh::XDDWord是一个64位无符号整数
	*/
	class CCPictureNumber : public CCSprite
	{
	public:
		typedef CCSprite Inherited;
	public:
		CCPictureNumber();
		~CCPictureNumber();
		virtual bool init(void);
		int BuildNumber(zdh::XDDWord paramNumber, const char * paramNumberResName);
		int BuildNumber(zdh::XDDWord paramNumber, CCTexture2D * paramTexture);
		int BuildNumber(zdh::XDDWord paramNumber);
		CREATE_FUNC(CCPictureNumber);

		void setNumberTexture(CCTexture2D * paramTexture);
		void setNumberTexture(const char * paramNumberResName);
		CCTexture2D * getNumberTexture();

		zdh::XDDWord getNumber() const;
		void setNumber(zdh::XDDWord paramNumber);
		int Build();
	private:
		CCTexture2D * m_NumberTexture;
		zdh::XDDWord m_Number;
	};
}
#endif


源文件

#include "xpicture_number.h"
#include <xstring.h>
namespace cocos2d
{
	//--------------------------------------------------------------------------------------
	//从指定资源名称构建
	int CCPictureNumber::BuildNumber(zdh::XDDWord paramNumber, const char * paramNumberResName)
	{
		this->setNumber(paramNumber);
		this->setNumberTexture(CCTextureCache::sharedTextureCache()->addImage(paramNumberResName));
		return this->Build();
	}

	//--------------------------------------------------------------------------------------
	//从指定纹理构建
	int CCPictureNumber::BuildNumber(zdh::XDDWord paramNumber, CCTexture2D * paramTexture)
	{
		this->setNumber(paramNumber);
		this->setNumberTexture(paramTexture);
		return this->Build();
	}
	//--------------------------------------------------------------------------------------
	int CCPictureNumber::BuildNumber(zdh::XDDWord paramNumber)
	{
		this->setNumber(paramNumber);
		return this->Build();
	}

	//--------------------------------------------------------------------------------------
	bool CCPictureNumber::init(void)
	{
		if (!Inherited::init()) return false;
		return true;
	}
	//--------------------------------------------------------------------------------------
	CCPictureNumber::CCPictureNumber()
	{
		m_NumberTexture = nullptr;
		m_Number = 0;
	}
	//--------------------------------------------------------------------------------------
	CCPictureNumber::~CCPictureNumber()
	{
		if (zdh::isNotNULL(m_NumberTexture))
		{
			m_NumberTexture->release();
		}
	}
	//--------------------------------------------------------------------------------------
	void CCPictureNumber::setNumberTexture(CCTexture2D * paramTexture)
	{
		if (m_NumberTexture == paramTexture) return;
		if (zdh::isNotNULL(m_NumberTexture))
		{
			m_NumberTexture->release();
		}
		m_NumberTexture = paramTexture;
		if (zdh::isNotNULL(m_NumberTexture))
		{
			m_NumberTexture->retain();
		}
	}
	//--------------------------------------------------------------------------------------
	void CCPictureNumber::setNumberTexture(const char * paramNumberResName)
	{
		this->setNumberTexture(CCTextureCache::sharedTextureCache()->addImage(paramNumberResName));
	}

	//--------------------------------------------------------------------------------------
	CCTexture2D * CCPictureNumber::getNumberTexture()
	{
		return m_NumberTexture;
	}
	//--------------------------------------------------------------------------------------
	int CCPictureNumber::Build()
	{
		if (zdh::isNULL(m_NumberTexture)) return zdh::ERR_FAIL;

		zdh::XAnsiString strNumber(m_Number); //将整数转换为字符串
		int iNumCount = strNumber.getLength();   //取得字符个数
		CCSize stSize = m_NumberTexture->getContentSize(); //取得纹理大小,要求纹理中每一个数字都是等宽等高,并按照0123456789排列
		int iNumWidth = (int)stSize.width / 10;	//纹理中每一个数字的宽度
		int iNumHeight = (int)stSize.height;    //纹理中每一个数字的高度

		CCRenderTexture * pRT = CCRenderTexture::create(iNumWidth * iNumCount, iNumHeight); //创建渲染纹理对象,并数字确定宽度
		CCSprite * pSprite    = CCSprite::create(); //创建精灵对象,用于绘制数字
		pSprite->setAnchorPoint(0, 0);
		pSprite->setTexture(m_NumberTexture);
		CCRect stRect;
		pRT->begin();
		for (int i = 0; i < iNumCount; i++)
		{
			int iNumber = strNumber[i] - ‘0‘;
			//设置要显示数字的纹理区域,这个区域是指參数中paramTexture中区域
			stRect.setRect(iNumber * iNumWidth, 0, iNumWidth, iNumHeight);
			pSprite->setTextureRect(stRect, false, stRect.size);
			pSprite->setPosition(i * iNumWidth, 0);    	          //计算显示的偏移位置
			pSprite->visit(); //渲染到pRT中
		}
		pRT->end();
		//取得生成的纹理
		this->setTexture(pRT->getSprite()->getTexture());
		//设置显示的内容
		stRect.setRect(0, 0, iNumWidth * iNumCount, iNumHeight);
		this->setTextureRect(stRect, false, stRect.size);
		//默认的情况下,通过CCRenderTexture得到的纹理是倒立的。这里须要做一下翻转
		this->setFlipY(true);
		//释放资源
		delete pSprite;
		delete pRT;
		return zdh::ERR_OK;
	}
	//--------------------------------------------------------------------------------------
	zdh::XDDWord CCPictureNumber::getNumber() const
	{
		return m_Number;
	}
	//--------------------------------------------------------------------------------------
	void CCPictureNumber::setNumber(zdh::XDDWord paramNumber)
	{
		m_Number = paramNumber;
	}

}


数字图片

技术分享

使用样例

        CCPictureNumber * pNum = CCPictureNumber::create();
        
        pNum->BuildNumber(1234567, "ui_play_num05.png");
        pNum->setPosition(200, 200);
        pNum->setAnchorPoint(0, 0);

        this->addChild(pNum, 100);


[cocos2dx笔记013]一个使用CCRenderTexture创建动态纹理显示数字的类

标签:字符   ace   art   content   sso   情况   cocos   tle   ons   

原文地址:http://www.cnblogs.com/cxchanpin/p/6961079.html

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