cocos2d-x-3.x snapshot

cocos2d-x-3.x snapshot,第1张

概述cocos2d-x-3.x snapshot cocos2d::Image* snapshot(float scale){ cocos2d::Size visibleSize = Director::getInstance()->getVisibleSize(); cocos2d::Point visibleOrigin = Director::getInstance()->ge cocos2d-x-3.x snapshot
cocos2d::Image* snapshot(float scale){    cocos2d::Size visibleSize = Director::getInstance()->getVisibleSize();    cocos2d::Point visibleOrigin = Director::getInstance()->getVisibleOrigin();    Director::getInstance()->setNextDeltaTimeZero(true);    RenderTexture* finalRtx = nullptr;    RenderTexture* rtx = RenderTexture::create(visibleSize.wIDth,visibleSize.height,Texture2D::PixelFormat::RGBA8888,GL_DEPTH24_STENCIL8);    // rtx->setKeepMatrix(true);    cocos2d::Scene* scene = Director::getInstance()->getRunningScene();    cocos2d::Point savedPos = scene->getposition();    scene->setposition(-visibleOrigin);    rtx->begin(); // rtx->beginWithClear(0,0);     scene->visit();    rtx->end();    scene->setposition(savedPos);    if (std::abs(scale - 1.0f) < 1e-6/* no scale */)        finalRtx = rtx;    else {        /* scale */        cocos2d::Rect finalRect = cocos2d::Rect(0,0,visibleSize.wIDth,visibleSize.height);        Sprite *sprite = Sprite::createWithTexture(rtx->getSprite()->getTexture(),finalRect);        sprite->setAnchorPoint(cocos2d::Point(0,0));        sprite->setFlipY(true);        finalRtx = RenderTexture::create(visibleSize.wIDth * scale,visibleSize.height * scale,GL_DEPTH24_STENCIL8);        sprite->setScale(scale); // or use finalRtx->setKeepMatrix(true);        finalRtx->begin(); // finalRtx->beginWithClear(0,0);         sprite->visit();        finalRtx->end();    }    Director::getInstance()->getRenderer()->render();    return finalRtx->newImage();}cocos2d::Image* snapshot(Node* startNode,float scale){ // The best snapshot API,support Scene and any Node    auto& size = startNode->getContentSize();    // cocos2d::Point visibleOrigin = Director::getInstance()->getVisibleOrigin();    Director::getInstance()->setNextDeltaTimeZero(true);    RenderTexture* finalRtx = nullptr;    RenderTexture* rtx = RenderTexture::create(size.wIDth,size.height,GL_DEPTH24_STENCIL8);    // rtx->setKeepMatrix(true);    // cocos2d::Scene* scene = Director::getInstance()->getRunningScene();    cocos2d::Point savedPos = startNode->getposition();    Point anchor;    if (!startNode->isIgnoreAnchorPointForposition()) {        anchor = startNode->getAnchorPoint();    }    startNode->setposition(ccp(size.wIDth * anchor.x,size.height * anchor.y));// startNode->setposition(-visibleOrigin);    rtx->begin(); // rtx->beginWithClear(0,0);     startNode->visit();    rtx->end();    startNode->setposition(savedPos);    if (std::abs(scale - 1.0f) < 1e-6/* no scale */)        finalRtx = rtx;    else {        /* scale */        cocos2d::Rect finalRect = cocos2d::Rect(0,size.wIDth,size.height);        Sprite *sprite = Sprite::createWithTexture(rtx->getSprite()->getTexture(),0));        sprite->setFlipY(true);        finalRtx = RenderTexture::create(size.wIDth * scale,size.height * scale,0);         sprite->visit();        finalRtx->end();    }    Director::getInstance()->getRenderer()->render();    return finalRtx->newImage();}
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