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C++ CCTextureCache::addUIImage方法代码示例

本文整理汇总了C++中CCTextureCache::addUIImage方法的典型用法代码示例。如果您正苦于以下问题:C++ CCTextureCache::addUIImage方法的具体用法?C++ CCTextureCache::addUIImage怎么用?C++ CCTextureCache::addUIImage使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CCTextureCache的用法示例。


在下文中一共展示了CCTextureCache::addUIImage方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: didReceiveFile

void CCSprite::didReceiveFile(HttpRequest* r, char *data, uint32 len) {
    if(r == mRequest){
        CCImage* img = new CCImage;
        img->initWithImageData(data, len);
        
        CCTextureCache *cache = CCTextureCache::sharedTextureCache();
        CCTexture2D* texture = cache->addUIImage(img, r->mURL->getCString());
        
        setTextureAndSize(texture);
        
        mRequest = NULL;
        
        delete img;
        
        if(mDelegate)
            mDelegate->didSpriteReceiveFile(this);
    }
}
开发者ID:saranpol,项目名称:cocos2d-x,代码行数:18,代码来源:CCSprite.cpp

示例2: setImageFromImage

void CCSprite::setImageFromImage() {
    if(mWillSetImage && mWillSetImage->mPath && mCountShow <= 0) {
        
        if(mFilePath && strcmp(mFilePath->getCString(), mWillSetImage->mPath->getCString()) )
            return;
        
        CCTextureCache *cache = CCTextureCache::sharedTextureCache();
        CCTexture2D* texture = cache->addUIImage((CCImage*)mWillSetImage, mWillSetImage->mPath->getCString());
        if(texture){
            setTextureAndSize(texture);
            if(mDelegate)
                mDelegate->didSpriteReceiveFile(this);
        }else{
            // broken texture so delete it
            s3eFileDelete(mWillSetImage->mPath->getCString());
            if(mDelegate)
                mDelegate->didSpriteReceiveError(this);
        }
        delete mWillSetImage;
        mWillSetImage = NULL;
    }
}
开发者ID:saranpol,项目名称:cocos2d-x,代码行数:22,代码来源:CCSprite.cpp

示例3: createStatsLabel

void CCDirector::createStatsLabel()
{
    CCTexture2D *texture = NULL;
    CCTextureCache *textureCache = CCTextureCache::sharedTextureCache();

    if( m_pFPSLabel && m_pSPFLabel )
    {
        CC_SAFE_RELEASE_NULL(m_pFPSLabel);
        CC_SAFE_RELEASE_NULL(m_pSPFLabel);
        CC_SAFE_RELEASE_NULL(m_pDrawsLabel);
        textureCache->removeTextureForKey("cc_fps_images");
        CCFileUtils::sharedFileUtils()->purgeCachedEntries();
    }

    CCTexture2DPixelFormat currentFormat = CCTexture2D::defaultAlphaPixelFormat();
    CCTexture2D::setDefaultAlphaPixelFormat(kCCTexture2DPixelFormat_RGBA4444);
    unsigned char *data = NULL;
    unsigned int data_len = 0;
    getFPSImageData(&data, &data_len);

    CCImage* image = new CCImage();
    bool isOK = image->initWithImageData(data, data_len);
    if (!isOK) {
        CCLOGERROR("%s", "Fails: init fps_images");
        return;
    }

    texture = textureCache->addUIImage(image, "cc_fps_images");
    CC_SAFE_RELEASE(image);

    /*
     We want to use an image which is stored in the file named ccFPSImage.c 
     for any design resolutions and all resource resolutions. 
     
     To achieve this,
     
     Firstly, we need to ignore 'contentScaleFactor' in 'CCAtlasNode' and 'CCLabelAtlas'.
     So I added a new method called 'setIgnoreContentScaleFactor' for 'CCAtlasNode',
     this is not exposed to game developers, it's only used for displaying FPS now.
     
     Secondly, the size of this image is 480*320, to display the FPS label with correct size, 
     a factor of design resolution ratio of 480x320 is also needed.
     */
    float factor = 1.0f; // CCEGLView::sharedOpenGLView()->getDesignResolutionSize().height / 320.0f;

    m_pFPSLabel = new CCLabelAtlas();
    m_pFPSLabel->setIgnoreContentScaleFactor(true);
    m_pFPSLabel->initWithString("00.0", texture, 12, 32 , '.');
    m_pFPSLabel->setScale(factor);

    m_pSPFLabel = new CCLabelAtlas();
    m_pSPFLabel->setIgnoreContentScaleFactor(true);
    m_pSPFLabel->initWithString("0.000", texture, 12, 32, '.');
    m_pSPFLabel->setScale(factor);

    m_pDrawsLabel = new CCLabelAtlas();
    m_pDrawsLabel->setIgnoreContentScaleFactor(true);
    m_pDrawsLabel->initWithString("000", texture, 12, 32, '.');
    m_pDrawsLabel->setScale(factor);

    CCTexture2D::setDefaultAlphaPixelFormat(currentFormat);

    m_pDrawsLabel->setPosition(ccpAdd(ccp(0, 34*factor), CC_DIRECTOR_STATS_POSITION));
    m_pSPFLabel->setPosition(ccpAdd(ccp(0, 17*factor), CC_DIRECTOR_STATS_POSITION));
    m_pFPSLabel->setPosition(CC_DIRECTOR_STATS_POSITION);
}
开发者ID:fordream,项目名称:quick,代码行数:66,代码来源:CCDirector.cpp


注:本文中的CCTextureCache::addUIImage方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。