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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

2017-06-08 09:08 495 查看
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



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);
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