【cocos2d-iphone】CCLayerColor 设置圆角 ,CCLayerColor Rounded Rectangle Drawing

转载 需注明本blog 地址


给CCLayerColor设置圆角

CCLayerColor Rounded Rectangle Drawing

/* ========================================================================================
 =  Add these methods to a file that gets included in your .pch or add these directly to  =
 =  CCDrawingPrimitives.h and .m                                                          =
 ==========================================================================================*/

/**
 *  Draws a rounded rectangle.
 *
 *  @param rect The rectangle to draw.
 *  @param cornerRadius The radius of the corners.
 *  @param smoothness A multiplier for the number of segments drawn for each corner. 2 or 3 is recommended.
 *  @param cornersToRound An array of BOOL values that signifies which corners we should round. The indices
 *          represent each corner as follows: 0 -> bottomLeft, 1 -> topLeft, 2 -> topRight, 3 -> bottomRight.
 */
void ccDrawSolidRoundedRect(CGRect rect, int cornerRadius, int smoothness, BOOL *cornersToRound) {
    CGPoint origin = rect.origin;
    CGSize size = rect.size;
    
    // number of segments for each rounded corner, +1 for end point of the curve
    int roundedCornerSegments = cornerRadius * smoothness + 1;
    
    // get the total vertices we'll need to draw
    int totalVertices = 0;
    for (int i = 0; i < 4; i++) {
        // add number of vertices needed for a rounded corner if we're rounding it,
        // else just add 1 vertex for the corner
        if (cornersToRound[i]) {
            totalVertices += roundedCornerSegments;
        } else {
            totalVertices += 1;
        }
    }
    
    ccVertex2F vertices[totalVertices];
    
    // create the vertices we're going to draw in clockwise fashion starting from bottom left corner
    int currentVertexIndex = 0;
    for (int i = 0; i < 4; i++) {
        // if we don't want to draw the rounded corner just add a vertex at the corner point
        if (!cornersToRound[i]) {
            switch (i) {
                case 0: vertices[currentVertexIndex] = (ccVertex2F){origin.x, origin.y}; break;
                case 1: vertices[currentVertexIndex] = (ccVertex2F){origin.x, origin.y + size.height}; break;
                case 2: vertices[currentVertexIndex] = (ccVertex2F){origin.x + size.width, origin.y + size.height}; break;
                case 3: vertices[currentVertexIndex] = (ccVertex2F){origin.x + size.width, origin.y}; break;
                default: break;
            }
            currentVertexIndex++;
        } else {
            // we want the corner rounded so add vertices for that rounded corner
            switch (i) {
                case 0: addCubicBezierVertices(ccp(origin.x + cornerRadius, origin.y),
                                               ccp(origin.x + cornerRadius/2, origin.y),
                                               ccp(origin.x, origin.y + cornerRadius/2),
                                               ccp(origin.x, origin.y + cornerRadius),
                                               roundedCornerSegments, &vertices[currentVertexIndex]); break;
                case 1: addCubicBezierVertices(ccp(origin.x, origin.y + size.height - cornerRadius),
                                               ccp(origin.x, origin.y + size.height - cornerRadius/2),
                                               ccp(origin.x + cornerRadius/2, origin.y + size.height),
                                               ccp(origin.x + cornerRadius, origin.y + size.height),
                                               roundedCornerSegments, &vertices[currentVertexIndex]); break;
                case 2: addCubicBezierVertices(ccp(origin.x + size.width - cornerRadius, origin.y + size.height),
                                               ccp(origin.x + size.width - cornerRadius/2, origin.y + size.height),
                                               ccp(origin.x + size.width, origin.y + size.height - cornerRadius/2),
                                               ccp(origin.x + size.width, origin.y + size.height - cornerRadius),
                                               roundedCornerSegments, &vertices[currentVertexIndex]); break;
                case 3: addCubicBezierVertices(ccp(origin.x + size.width, origin.y + cornerRadius),
                                               ccp(origin.x + size.width, origin.y + cornerRadius/2),
                                               ccp(origin.x + size.width - cornerRadius/2, origin.y),
                                               ccp(origin.x + size.width - cornerRadius, origin.y),
                                               roundedCornerSegments, &vertices[currentVertexIndex]); break;
                default: break;
            }
            currentVertexIndex += roundedCornerSegments;
        }
    }

    // we now have all the vertices we need so draw them
	ccDrawVerticiesFilled(vertices, totalVertices);
}

/**
 *  Adds vertices for a bezier curve with the given parameters to an array of vertices. It uses the same 
 *  implementation as ccDrawCubicBezier in CCDrawingPrimitives for vertex creation.
 *
 *  @param origin Starting point for our curve.
 *  @param control1 Control point for bending the curve before the halfway point.
 *  @param control2 Control point for bending the curve after the halfwar point.
 *  @param destination Ending point for our curve.
 *  @param segments Number of segments we want in the curve.
 *  @param vertices Pointer to an array of vertices that we'll be adding the curve vertices to.
 */
void addCubicBezierVertices(CGPoint origin, CGPoint control1, CGPoint control2, CGPoint destination, NSUInteger segments, ccVertex2F *vertices)
{
    int totalSegments = segments - 1;
	float t = 0;
	for(NSUInteger i = 0; i < totalSegments; i++)
	{
        ccVertex2F vertex;
		vertex.x = powf(1 - t, 3) * origin.x + 3.0f * powf(1 - t, 2) * t * control1.x + 3.0f * (1 - t) * t * t * control2.x + t * t * t * destination.x;
		vertex.y = powf(1 - t, 3) * origin.y + 3.0f * powf(1 - t, 2) * t * control1.y + 3.0f * (1 - t) * t * t * control2.y + t * t * t * destination.y;
        vertices[i] = vertex;
		t += 1.0f / totalSegments;
	}
    
    ccVertex2F finalVertex = (ccVertex2F) {destination.x, destination.y};
	vertices[totalSegments] = finalVertex;
}




/* ====================================================================
 =  Add this method to CCDrawingPrimitives.m and the header in the .h =
 =  NOTE: If you update your cocos2d, you could lose this code        =
 ======================================================================*/

/**
 *  Draws the given vertices and fills in the inside.
 *  
 *  @param vertices Array of ccVertex2F to draw.
 *  @param numberOfPoints Number of vertices in the array.
 */
void ccDrawVerticiesFilled( const ccVertex2F *vertices, NSUInteger numberOfPoints)
{
	lazy_init();
    
	[shader_ use];
	[shader_ setUniformsForBuiltins];
	[shader_ setUniformLocation:colorLocation_ with4fv:(GLfloat*) &color_.r count:1];
    
	ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
    
	glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
    
	glDrawArrays(GL_TRIANGLE_FAN, 0, (GLsizei) numberOfPoints);
}

新建一个CCLayerColor 的子类,继承  -(void)draw 方法 不需要调用 [super draw]

example code

- (void)draw {    
    float width = self.contentSize.width;
    float height = self.contentSize.height;

    int cornerRadius = 8;
    int smoothness = 2;
    BOOL cornersToRound[4] = { YES, YES, YES, YES };

    ccDrawColor4F(0.2, 0.2, 0.2, 1);

    ccDrawSolidRoundedRect(CGRectMake(0, 0, width, height),
                           cornerRadius, smoothness, cornersToRound);
}


参考地址 http://www.indiedragon.com/programming/rounded-rectangles-cocos2d/



转载 需注明本blog 地址


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