写一个继承CCLayer的类,里面两个方法:
-( void ) setClipWithRect:( CGRect ) p_rectClip{
m_scissorRect = p_rectClip;
}
-(void) setClipWithx:(int) p_iLeft y:(int)p_iBottom width:(int) p_iWidth height:(int) p_iHeight{
m_scissorRect = CGRectMake( p_iLeft, p_iBottom, p_iWidth, p_iHeight );
}
-(void) visit{
if (!self.visible) {
return;
}
CGSize l_screenSize = [[CCDirector sharedDirector] winSize];
ccDeviceOrientation l_orientation = [[CCDirector sharedDirector] deviceOrientation];
CGRect l_rect;
switch (l_orientation) {
case kCCDeviceOrientationPortrait:
l_rect = m_scissorRect;
break;
case kCCDeviceOrientationPortraitUpsideDown:
l_rect.origin.x = l_screenSize.width-m_scissorRect.size.width-m_scissorRect.origin.x;
l_rect.origin.y = l_screenSize.height-m_scissorRect.size.height-m_scissorRect.origin.y;
l_rect.size.width = m_scissorRect.size.width;
l_rect.size.height = m_scissorRect.size.height;
break;
case kCCDeviceOrientationLandscapeLeft:
{
l_rect.origin.x = m_scissorRect.origin.y;
l_rect.origin.y = l_screenSize.width-m_scissorRect.size.width-m_scissorRect.origin.x;
l_rect.size.width = m_scissorRect.size.height;
l_rect.size.height = m_scissorRect.size.width;
}
break;
case kCCDeviceOrientationLandscapeRight:
{
l_rect.origin.y = m_scissorRect.origin.x;
l_rect.origin.x = l_screenSize.height-m_scissorRect.size.height-m_scissorRect.origin.y;
l_rect.size.width = m_scissorRect.size.height;
l_rect.size.height = m_scissorRect.size.width;
}
break;
}
//判断, 高清设备. (注意ipad因为涉及到与应用本身相关的偏移,它的坐标在处部要算好. )
if ([ToolssharedTools].m_deviceType == e_Device_iphone4){
l_rect.origin.x = m_scissorRect.origin.x*2;
l_rect.origin.y = m_scissorRect.origin.y*2;
l_rect.size.width = m_scissorRect.size.width*2;
l_rect.size.height = m_scissorRect.size.height*2;
}
#ifndef Clip_Debug
glEnable(GL_SCISSOR_TEST);
glScissor(l_rect.origin.x, l_rect.origin.y,
l_rect.size.width, l_rect.size.height);
#endif
[super visit];
#ifndef Clip_Debug
glDisable(GL_SCISSOR_TEST);
#endif
}
用的时候,先在这个层上设置一下可见区域, 再把东西放到这个layer上,然后把这个layer加到场景中去.就实现了.
追加说明一点 , cocos2dx 2.0版本已经有新的方法可以实现了。