Cocos2d-x3.0 RenderTexture(一) 保存
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.h
#include "cocos2d.h" #include "cocos-ext.h" #include "ui/CocosGUI.h" #include "cocostudio/CocoStudio.h" USING_NS_CC; USING_NS_CC_EXT; using namespace ui;
RenderTexture* _target;
Vector _brushs;
void onTouchesMoved(const std::vector& touches, Event* event);
void saveImage(cocos2d::Ref *sender);
void clearImage(cocos2d::Ref *sender);
.cpp
Size widgetSize = Director::getInstance()->getWinSize();
layout = Layout::create();
layout->setSize(Size(widgetSize.width, widgetSize.height));
//横向排列,这里类似Android里的线性布局
//layout->setLayoutType(LAYOUT_RELATIVE);
/*以图片为背景*/
layout->setBackGroundImageScale9Enabled(true);
layout->setBackGroundImage("green_edit.png");
layout->setPosition(Point(0,0));
addChild(layout);
alert = Text::create("Layout", "fonts/Marker Felt.ttf", 30 );
alert->setColor(Color3B(159, 168, 176));
alert->setPosition(Point(widgetSize.width / 2.0f,
widgetSize.height / 2.0f - alert->getSize().height * 3.075f));
layout->addChild(alert);
_target = RenderTexture::create(widgetSize.width, widgetSize.height, Texture2D::PixelFormat::RGBA8888);
_target->retain();
_target->setPosition(Point(widgetSize.width / 2, widgetSize.height / 2));
layout->addChild(_target);
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesMoved = CC_CALLBACK_2(LayoutTest::onTouchesMoved, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
//save Image menu
MenuItemFont::setFontSize(40);
auto item1 = MenuItemFont::create("save Image", CC_CALLBACK_1(LayoutTest::saveImage, this));
auto item2 = MenuItemFont::create("Clear", CC_CALLBACK_1(LayoutTest::clearImage, this));
auto menu = Menu::create(item1,item2, NULL);
layout->addChild(menu);
menu->alignItemsVertically();
menu->setPosition(Point(VisibleRect::rightTop().x - 80, VisibleRect::rightTop().y - 80));
void LayoutTest::onTouchesMoved(const std::vector&touches, cocos2d::Event *event) { auto touch = touches[0]; auto start = touch->getLocation(); auto end = touch->getPreviousLocation(); //begin drawing to the render texture _target->begin(); //for extra points ,we'll draw this smoothly from the last position and vary the sprite's //scale/rotation/offset float distance = start.getDistance(end); if (distance > 1) { int d = (int)distance; _brushs.clear(); for (int i = 0; i < d; ++i) { Sprite* sprite = Sprite::create("image.png"); sprite->setColor(Color3B::RED); sprite->setOpacity(20); _brushs.pushBack(sprite); } for (int i = 0 ; i
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