mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-14 02:58:44 +08:00
Warning clean up.
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1d85ad6bd6
commit
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@ -218,7 +218,6 @@ void SkeletonRenderer::draw () {
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ccDrawColor4B(0, 0, 255, 255);
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glLineWidth(1);
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CCPoint points[4];
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ccV3F_C4B_T2F_Quad quad;
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for (int i = 0, n = skeleton->slotCount; i < n; i++) {
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spSlot* slot = skeleton->drawOrder[i];
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if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
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@ -52,7 +52,7 @@ bool GoblinsExample::init () {
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skeletonNode->setSkin("goblin");
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Size windowSize = Director::getInstance()->getWinSize();
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skeletonNode->setPosition(ccp(windowSize.width / 2, 20));
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skeletonNode->setPosition(Point(windowSize.width / 2, 20));
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addChild(skeletonNode);
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scheduleUpdate();
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@ -224,10 +224,10 @@ void SkeletonRenderer::drawSkeleton (const kmMat4& transform, bool transformUpda
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kmGLLoadMatrix(&transform);
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if (debugSlots) {
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// Slots.
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ccDrawColor4B(0, 0, 255, 255);
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DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
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glLineWidth(1);
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CCPoint points[4];
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ccV3F_C4B_T2F_Quad quad;
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Point points[4];
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V3F_C4B_T2F_Quad quad;
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for (int i = 0, n = skeleton->slotCount; i < n; i++) {
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spSlot* slot = skeleton->drawOrder[i];
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if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
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@ -237,26 +237,26 @@ void SkeletonRenderer::drawSkeleton (const kmMat4& transform, bool transformUpda
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points[1] = Point(worldVertices[2], worldVertices[3]);
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points[2] = Point(worldVertices[4], worldVertices[5]);
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points[3] = Point(worldVertices[6], worldVertices[7]);
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ccDrawPoly(points, 4, true);
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DrawPrimitives::drawPoly(points, 4, true);
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}
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}
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if (debugBones) {
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// Bone lengths.
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glLineWidth(2);
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ccDrawColor4B(255, 0, 0, 255);
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DrawPrimitives::setDrawColor4B(255, 0, 0, 255);
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for (int i = 0, n = skeleton->boneCount; i < n; i++) {
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spBone *bone = skeleton->bones[i];
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float x = bone->data->length * bone->m00 + bone->worldX;
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float y = bone->data->length * bone->m10 + bone->worldY;
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ccDrawLine(Point(bone->worldX, bone->worldY), Point(x, y));
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DrawPrimitives::drawLine(Point(bone->worldX, bone->worldY), Point(x, y));
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}
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// Bone origins.
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ccPointSize(4);
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ccDrawColor4B(0, 0, 255, 255); // Root bone is blue.
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DrawPrimitives::setPointSize(4);
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DrawPrimitives::setDrawColor4B(0, 0, 255, 255); // Root bone is blue.
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for (int i = 0, n = skeleton->boneCount; i < n; i++) {
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spBone *bone = skeleton->bones[i];
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ccDrawPoint(Point(bone->worldX, bone->worldY));
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if (i == 0) ccDrawColor4B(0, 255, 0, 255);
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DrawPrimitives::drawPoint(Point(bone->worldX, bone->worldY));
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if (i == 0) DrawPrimitives::setDrawColor4B(0, 255, 0, 255);
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}
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}
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kmGLPopMatrix();
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@ -39,7 +39,7 @@ namespace spine {
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class PolygonBatch;
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/** Draws a skeleton. */
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class SkeletonRenderer: public cocos2d::NodeRGBA, public cocos2d::BlendProtocol {
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class SkeletonRenderer: public cocos2d::Node, public cocos2d::BlendProtocol {
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public:
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spSkeleton* skeleton;
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spBone* rootBone;
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@ -74,7 +74,7 @@ void SkeletonRenderer::initialize () {
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blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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setOpacityModifyRGB(true);
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setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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setGLProgram(ShaderCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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scheduleUpdate();
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}
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@ -139,8 +139,8 @@ void SkeletonRenderer::draw (Renderer* renderer, const Matrix& transform, bool t
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}
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void SkeletonRenderer::drawSkeleton (const Matrix &transform, bool transformUpdated) {
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getShaderProgram()->use();
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getShaderProgram()->setUniformsForBuiltins(transform);
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getGLProgram()->use();
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getGLProgram()->setUniformsForBuiltins(transform);
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Color3B nodeColor = getColor();
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skeleton->r = nodeColor.r / (float)255;
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@ -39,7 +39,7 @@ namespace spine {
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class PolygonBatch;
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/** Draws a skeleton. */
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class SkeletonRenderer: public cocos2d::NodeRGBA, public cocos2d::BlendProtocol {
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class SkeletonRenderer: public cocos2d::Node, public cocos2d::BlendProtocol {
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public:
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spSkeleton* skeleton;
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spBone* rootBone;
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