#include "cocos2d.h"
USING_NS_CC;
class GameScene : public cocos2d::Layer
{
public:
static cocos2d::Scene* createScene();
virtual bool init();
void menuCallback(Ref* pSender);
CREATE_FUNC(GameScene);
//重载draw方法
virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
protected:
//自定义draw实现
void onDraw(const cocos2d::Mat4 &transform, bool transformUpdated);
cocos2d::CustomCommand _customCommand;
private: //注意不能用auto关键字
Size size;
Sprite *sprite;
};
// Created by Jacedy on 14-8-11.
#include "GameScene.h"
USING_NS_CC;
cocos2d::Scene* GameScene::createScene()
{
auto scene = Scene::create(); //创建一个场景
auto layer = GameScene::create(); //创建一个图层
scene->addChild(layer);
return scene;
}
//初始化当前的图层
bool GameScene::init()
{
if(!Layer::init()) //初始化父类
return false;
//获取屏幕大小
size = Director::getInstance()->getVisibleSize();
//auto size = Director::getInstance()->getWinSize();
return true;
}
void GameScene::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{
_customCommand.init(_globalZOrder);
_customCommand.func = CC_CALLBACK_0(GameScene::onDraw, this, transform, flags);
renderer->addCommand(&_customCommand);
}
void GameScene::onDraw(const cocos2d::Mat4 &transform, bool transformUpdated)
{
//利用Stack缓存
Director *director = Director::getInstance();
//CCASSERT(nullptr != director, "Director is null when setting matrix stack");
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
CHECK_GL_ERROR_DEBUG();
//画边框
DrawPrimitives::setDrawColor4B(255, 255, 255, 255);
glLineWidth(10);
Vec2 vertices[] = {Vec2(100, 100), Vec2(300, 100), Vec2(300, 300), Vec2(100, 300)};
DrawPrimitives::drawPoly(vertices, 4, true);
CHECK_GL_ERROR_DEBUG();
//绘制停止,释放
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
void GameScene::menuCallback(Ref* pSender)
{
}