UNPKG

shadow-function

Version:

ioing lib - shadow Function, worker Function

110 lines (96 loc) 4.67 kB
/**************************************************************************** Copyright (c) 2013-2014 Chukong Technologies Inc. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ (function(){ cc.LabelAtlas.CanvasRenderCmd = function(renderableObject){ cc.AtlasNode.CanvasRenderCmd.call(this, renderableObject); this._needDraw = false; }; var proto = cc.LabelAtlas.CanvasRenderCmd.prototype = Object.create(cc.AtlasNode.CanvasRenderCmd.prototype); proto.constructor = cc.LabelAtlas.CanvasRenderCmd; proto.setCascade = function(){ var node = this._node; node._cascadeOpacityEnabled = true; node._cascadeColorEnabled = false; }; proto.updateAtlasValues = function(){ var node = this._node; var locString = node._string || ""; var n = locString.length; var texture = this._textureToRender; var locItemWidth = node._itemWidth , locItemHeight = node._itemHeight; //needn't multiply cc.contentScaleFactor(), because sprite's draw will do this for (var i = 0, cr = -1; i < n; i++) { var a = locString.charCodeAt(i) - node._mapStartChar.charCodeAt(0); var row = parseInt(a % node._itemsPerRow, 10); var col = parseInt(a / node._itemsPerRow, 10); if(row < 0 || col < 0) continue; var rect = cc.rect(row * locItemWidth, col * locItemHeight, locItemWidth, locItemHeight); var textureContent = texture._contentSize; if(rect.x < 0 || rect.y < 0 || rect.x + rect.width > textureContent.width || rect.y + rect.height > textureContent.height) continue; cr++; var c = locString.charCodeAt(i); var fontChar = node.getChildByTag(i); if (!fontChar) { fontChar = new cc.Sprite(); if (c === 32) { fontChar.init(); fontChar.setTextureRect(cc.rect(0, 0, 10, 10), false, cc.size(0, 0)); } else fontChar.initWithTexture(texture, rect); cc.Node.prototype.addChild.call(node, fontChar, 0, i); } else { if (c === 32) { fontChar.init(); fontChar.setTextureRect(cc.rect(0, 0, 10, 10), false, cc.size(0, 0)); } else { // reusing fonts fontChar.initWithTexture(texture, rect); // restore to default in case they were modified fontChar.visible = true; } } fontChar.setPosition(cr * locItemWidth + locItemWidth / 2, locItemHeight / 2); } this.updateContentSize(i, cr+1); }; proto.updateContentSize = function(i, cr){ var node = this._node, contentSize = node._contentSize; if(i !== cr && i*node._itemWidth === contentSize.width && node._itemHeight === contentSize.height){ node.setContentSize(cr * node._itemWidth, node._itemHeight); } }; proto.setString = function(label){ var node = this._node; if (node._children) { var locChildren = node._children; var len = locChildren.length; for (var i = 0; i < len; i++) { var child = locChildren[i]; if (child && !child._lateChild) child.visible = false; } } }; proto._addChild = function(){ child._lateChild = true; }; })();