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#include "cocos2d.h"
USING_NS_CC;
class
GameScene :
public
Layer
{
public
:
static
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;
};
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#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)
{
}
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