Deprecated methods are replaced (warning MSVC C4996 is suppressed).

This commit is contained in:
signmotion 2013-09-16 15:38:03 +03:00
Родитель 6b0d365d91
Коммит 5dffb1b44e
41 изменённых файлов: 95 добавлений и 95 удалений

Просмотреть файл

@ -38,9 +38,9 @@ void ActionCamera::startWithTarget(Node *target)
ActionInterval::startWithTarget(target);
Camera *camera = target->getCamera();
camera->getCenterXYZ(&_centerXOrig, &_centerYOrig, &_centerZOrig);
camera->getEyeXYZ(&_eyeXOrig, &_eyeYOrig, &_eyeZOrig);
camera->getUpXYZ(&_upXOrig, &_upYOrig, &_upZOrig);
camera->getCenter(&_centerXOrig, &_centerYOrig, &_centerZOrig);
camera->getEye(&_eyeXOrig, &_eyeYOrig, &_eyeZOrig);
camera->getUp(&_upXOrig, &_upYOrig, &_upZOrig);
}
ActionCamera* ActionCamera::clone() const
@ -125,7 +125,7 @@ void OrbitCamera::update(float dt)
float j = sinf(za) * sinf(xa) * r + _centerYOrig;
float k = cosf(za) * r + _centerZOrig;
_target->getCamera()->setEyeXYZ(i,j,k);
_target->getCamera()->setEye(i,j,k);
}
void OrbitCamera::sphericalRadius(float *newRadius, float *zenith, float *azimuth)
@ -135,8 +135,8 @@ void OrbitCamera::sphericalRadius(float *newRadius, float *zenith, float *azimut
float s;
Camera* pCamera = _target->getCamera();
pCamera->getEyeXYZ(&ex, &ey, &ez);
pCamera->getCenterXYZ(&cx, &cy, &cz);
pCamera->getEye(&ex, &ey, &ez);
pCamera->getCenter(&cx, &cy, &cz);
x = ex-cx;
y = ey-cy;

Просмотреть файл

@ -216,7 +216,7 @@ bool FlipX::initWithFlipX(bool x) {
void FlipX::update(float time) {
CC_UNUSED_PARAM(time);
static_cast<Sprite*>(_target)->setFlipX(_flipX);
static_cast<Sprite*>(_target)->setFlippedX(_flipX);
}
FlipX* FlipX::reverse() const
@ -256,7 +256,7 @@ bool FlipY::initWithFlipY(bool y) {
void FlipY::update(float time) {
CC_UNUSED_PARAM(time);
static_cast<Sprite*>(_target)->setFlipY(_flipY);
static_cast<Sprite*>(_target)->setFlippedY(_flipY);
}
FlipY* FlipY::reverse() const

Просмотреть файл

@ -109,7 +109,7 @@ bool AtlasNode::initWithTexture(Texture2D* texture, unsigned int tileWidth, unsi
_quadsToDraw = itemsToRender;
// shader stuff
setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_U_COLOR));
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_U_COLOR));
_uniformColor = glGetUniformLocation( getShaderProgram()->getProgram(), "u_color");
return true;

Просмотреть файл

@ -858,7 +858,7 @@ public:
* Since v2.0, each rendering node must set its shader program.
* It should be set in initialize phase.
* @code
* node->setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
* node->setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
* @endcode
*
* @param shaderProgram The shader program which fetchs from ShaderCache.
@ -872,8 +872,8 @@ public:
*
* @code
* Camera* camera = node->getCamera();
* camera->setEyeXYZ(0, 0, 415/2);
* camera->setCenterXYZ(0, 0, 0);
* camera->setEye(0, 0, 415/2);
* camera->setCenter(0, 0, 0);
* @endcode
*
* @return A Camera object that lets you move the node using a gluLookAt

Просмотреть файл

@ -155,7 +155,7 @@ bool DrawNode::init()
{
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR));
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR));
ensureCapacity(512);

Просмотреть файл

@ -95,7 +95,7 @@ static void lazy_init( void )
//
// Position and 1 color passed as a uniform (to simulate glColor4ub )
//
s_shader = ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_U_COLOR);
s_shader = ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
s_shader->retain();
s_colorLocation = glGetUniformLocation( s_shader->getProgram(), "u_color");

Просмотреть файл

@ -102,7 +102,7 @@ bool GridBase::initWithSize(const Size& gridSize, Texture2D *texture, bool bFlip
bRet = false;
}
_shaderProgram = ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE);
_shaderProgram = ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE);
calculateVertexPoints();
return bRet;

Просмотреть файл

@ -132,7 +132,7 @@ bool LabelTTF::initWithString(const char *string, const char *fontName, float fo
if (Sprite::init())
{
// shader program
this->setShaderProgram(ShaderCache::getInstance()->programForKey(SHADER_PROGRAM));
this->setShaderProgram(ShaderCache::getInstance()->getProgram(SHADER_PROGRAM));
_dimensions = Size(dimensions.width, dimensions.height);
_alignment = hAlignment;
@ -153,7 +153,7 @@ bool LabelTTF::initWithStringAndTextDefinition(const char *string, FontDefinitio
if (Sprite::init())
{
// shader program
this->setShaderProgram(ShaderCache::getInstance()->programForKey(SHADER_PROGRAM));
this->setShaderProgram(ShaderCache::getInstance()->getProgram(SHADER_PROGRAM));
// prepare everythin needed to render the label
_updateWithTextDefinition(textDefinition, false);

Просмотреть файл

@ -729,7 +729,7 @@ bool LayerColor::initWithColor(const Color4B& color, GLfloat w, GLfloat h)
updateColor();
setContentSize(Size(w, h));
setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_COLOR));
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_COLOR));
return true;
}
return false;

Просмотреть файл

@ -139,7 +139,7 @@ ProgressTimer* TransitionProgressRadialCCW::progressTimerNodeWithRenderTexture(R
ProgressTimer* pNode = ProgressTimer::create(texture->getSprite());
// but it is flipped upside down so we flip the sprite
pNode->getSprite()->setFlipY(true);
pNode->getSprite()->setFlippedY(true);
pNode->setType(ProgressTimer::Type::RADIAL);
// Return the radial type that we want to use
@ -183,7 +183,7 @@ ProgressTimer* TransitionProgressRadialCW::progressTimerNodeWithRenderTexture(Re
ProgressTimer* pNode = ProgressTimer::create(texture->getSprite());
// but it is flipped upside down so we flip the sprite
pNode->getSprite()->setFlipY(true);
pNode->getSprite()->setFlippedY(true);
pNode->setType( ProgressTimer::Type::RADIAL );
// Return the radial type that we want to use
@ -215,7 +215,7 @@ ProgressTimer* TransitionProgressHorizontal::progressTimerNodeWithRenderTexture(
ProgressTimer* pNode = ProgressTimer::create(texture->getSprite());
// but it is flipped upside down so we flip the sprite
pNode->getSprite()->setFlipY(true);
pNode->getSprite()->setFlippedY(true);
pNode->setType( ProgressTimer::Type::BAR);
pNode->setMidpoint(Point(1, 0));
@ -248,7 +248,7 @@ ProgressTimer* TransitionProgressVertical::progressTimerNodeWithRenderTexture(Re
ProgressTimer* pNode = ProgressTimer::create(texture->getSprite());
// but it is flipped upside down so we flip the sprite
pNode->getSprite()->setFlipY(true);
pNode->getSprite()->setFlippedY(true);
pNode->setType(ProgressTimer::Type::BAR);
pNode->setMidpoint(Point(0, 0));
@ -294,7 +294,7 @@ ProgressTimer* TransitionProgressInOut::progressTimerNodeWithRenderTexture(Rende
ProgressTimer* pNode = ProgressTimer::create(texture->getSprite());
// but it is flipped upside down so we flip the sprite
pNode->getSprite()->setFlipY(true);
pNode->getSprite()->setFlippedY(true);
pNode->setType( ProgressTimer::Type::BAR);
pNode->setMidpoint(Point(0.5f, 0.5f));
@ -328,7 +328,7 @@ ProgressTimer* TransitionProgressOutIn::progressTimerNodeWithRenderTexture(Rende
ProgressTimer* pNode = ProgressTimer::create(texture->getSprite());
// but it is flipped upside down so we flip the sprite
pNode->getSprite()->setFlipY(true);
pNode->getSprite()->setFlippedY(true);
pNode->setType( ProgressTimer::Type::BAR );
pNode->setMidpoint(Point(0.5f, 0.5f));

Просмотреть файл

@ -308,7 +308,7 @@ void ClippingNode::visit()
#else
// since glAlphaTest do not exists in OES, use a shader that writes
// pixel only if greater than an alpha threshold
GLProgram *program = ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
GLProgram *program = ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE);
// set our alphaThreshold
program->setUniformLocationWith1f(alphaValueLocation, _alphaThreshold);

Просмотреть файл

@ -125,7 +125,7 @@ bool MotionStreak::initWithFade(float fade, float minSeg, float stroke, const Co
_blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
// shader program
setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
setTexture(texture);
setColor(color);

Просмотреть файл

@ -84,7 +84,7 @@ bool ProgressTimer::initWithSprite(Sprite* sp)
setBarChangeRate(Point(1,1));
setSprite(sp);
// shader program
setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
return true;
}

Просмотреть файл

@ -101,7 +101,7 @@ bool ParticleBatchNode::initWithTexture(Texture2D *tex, unsigned int capacity)
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
return true;
}

Просмотреть файл

@ -63,7 +63,7 @@ bool ParticleSystemQuad::initWithTotalParticles(unsigned int numberOfParticles)
setupVBO();
#endif
setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
#if CC_ENABLE_CACHE_TEXTURE_DATA
// Need to listen the event only when not use batchnode, because it will use VBO

Просмотреть файл

@ -156,54 +156,54 @@ void ShaderCache::reloadDefaultShaders()
// reset all programs and reload them
// Position Texture Color shader
GLProgram *p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR);
GLProgram *p = getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR);
p->reset();
loadDefaultShader(p, kShaderType_PositionTextureColor);
// Position Texture Color alpha test
p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
p = getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
p->reset();
loadDefaultShader(p, kShaderType_PositionTextureColorAlphaTest);
//
// Position, Color shader
//
p = programForKey(GLProgram::SHADER_NAME_POSITION_COLOR);
p = getProgram(GLProgram::SHADER_NAME_POSITION_COLOR);
p->reset();
loadDefaultShader(p, kShaderType_PositionColor);
//
// Position Texture shader
//
p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE);
p = getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE);
p->reset();
loadDefaultShader(p, kShaderType_PositionTexture);
//
// Position, Texture attribs, 1 Color as uniform shader
//
p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_U_COLOR);
p = getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_U_COLOR);
p->reset();
loadDefaultShader(p, kShaderType_PositionTexture_uColor);
//
// Position Texture A8 Color shader
//
p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_A8_COLOR);
p = getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_A8_COLOR);
p->reset();
loadDefaultShader(p, kShaderType_PositionTextureA8Color);
//
// Position and 1 color passed as a uniform (to simulate glColor4ub )
//
p = programForKey(GLProgram::SHADER_NAME_POSITION_U_COLOR);
p = getProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
p->reset();
loadDefaultShader(p, kShaderType_Position_uColor);
//
// Position, Legth(TexCoords, Color (used by Draw Node basically )
//
p = programForKey(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR);
p = getProgram(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR);
p->reset();
loadDefaultShader(p, kShaderType_PositionLengthTexureColor);
}

Просмотреть файл

@ -182,7 +182,7 @@ bool Sprite::initWithTexture(Texture2D *texture, const Rect& rect, bool rotated)
_quad.tr.colors = Color4B::WHITE;
// shader program
setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
// update texture (calls updateBlendFunc)
setTexture(texture);
@ -990,7 +990,7 @@ void Sprite::setDisplayFrameWithAnimationName(const char *animationName, int fra
{
CCASSERT(animationName, "CCSprite#setDisplayFrameWithAnimationName. animationName must not be NULL");
Animation *a = AnimationCache::getInstance()->animationByName(animationName);
Animation *a = AnimationCache::getInstance()->getAnimation(animationName);
CCASSERT(a, "CCSprite#setDisplayFrameWithAnimationName: Frame not found");
@ -1101,7 +1101,7 @@ void Sprite::setTexture(Texture2D *texture)
if (NULL == texture)
{
// Gets the texture by key firstly.
texture = TextureCache::getInstance()->textureForKey(CC_2x2_WHITE_IMAGE_KEY);
texture = TextureCache::getInstance()->getTextureForKey(CC_2x2_WHITE_IMAGE_KEY);
// If texture wasn't in cache, create it from RAW data.
if (NULL == texture)

Просмотреть файл

@ -96,7 +96,7 @@ bool SpriteBatchNode::initWithTexture(Texture2D *tex, int capacity)
_descendants.reserve(capacity);
setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
return true;
}

Просмотреть файл

@ -662,7 +662,7 @@ bool Texture2D::initWithMipmaps(MipmapInfo* mipmaps, int mipmapsNum, PixelFormat
_hasPremultipliedAlpha = false;
_hasMipmaps = mipmapsNum > 1;
setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE));
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE));
return true;
}

Просмотреть файл

@ -215,7 +215,7 @@ void TMXLayer::parseInternalProperties()
{
alphaFuncValue = alphaFuncVal->floatValue();
}
setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST));
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST));
GLint alphaValueLocation = glGetUniformLocation(getShaderProgram()->getProgram(), GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE);
@ -241,8 +241,8 @@ void TMXLayer::setupTileSprite(Sprite* sprite, Point pos, unsigned int gid)
sprite->setOpacity(_opacity);
//issue 1264, flip can be undone as well
sprite->setFlipX(false);
sprite->setFlipY(false);
sprite->setFlippedX(false);
sprite->setFlippedY(false);
sprite->setRotation(0.0f);
sprite->setAnchorPoint(Point(0,0));
@ -268,24 +268,24 @@ void TMXLayer::setupTileSprite(Sprite* sprite, Point pos, unsigned int gid)
else if (flag == (kTMXTileVerticalFlag | kTMXTileHorizontalFlag) )
{
sprite->setRotation(90.0f);
sprite->setFlipX(true);
sprite->setFlippedX(true);
}
else
{
sprite->setRotation(270.0f);
sprite->setFlipX(true);
sprite->setFlippedX(true);
}
}
else
{
if (gid & kTMXTileHorizontalFlag)
{
sprite->setFlipX(true);
sprite->setFlippedX(true);
}
if (gid & kTMXTileVerticalFlag)
{
sprite->setFlipY(true);
sprite->setFlippedY(true);
}
}
}

Просмотреть файл

@ -623,7 +623,7 @@ Animation * NodeLoader::parsePropTypeAnimation(Node * pNode, Node * pParent, CCB
AnimationCache * animationCache = AnimationCache::getInstance();
animationCache->addAnimationsWithFile(animationFile.c_str());
ccAnimation = animationCache->animationByName(animation.c_str());
ccAnimation = animationCache->getAnimation(animation.c_str());
}
return ccAnimation;
}

Просмотреть файл

@ -22,8 +22,8 @@ void SpriteLoader::onHandlePropTypeSpriteFrame(Node * pNode, Node * pParent, con
void SpriteLoader::onHandlePropTypeFlip(Node * pNode, Node * pParent, const char * pPropertyName, bool * pFlip, CCBReader * ccbReader) {
if(strcmp(pPropertyName, PROPERTY_FLIP) == 0) {
((Sprite *)pNode)->setFlipX(pFlip[0]);
((Sprite *)pNode)->setFlipY(pFlip[1]);
((Sprite *)pNode)->setFlippedX(pFlip[0]);
((Sprite *)pNode)->setFlippedY(pFlip[1]);
} else {
NodeLoader::onHandlePropTypeFlip(pNode, pParent, pPropertyName, pFlip, ccbReader);
}

Просмотреть файл

@ -191,7 +191,7 @@ bool Armature::init(const char *name)
}
setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
unscheduleUpdate();
scheduleUpdate();

Просмотреть файл

@ -48,7 +48,7 @@ BatchNode::BatchNode()
bool BatchNode::init()
{
bool ret = Node::init();
setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
return ret;
}

Просмотреть файл

@ -42,7 +42,7 @@ GLESDebugDraw::GLESDebugDraw( float32 ratio )
void GLESDebugDraw::initShader( void )
{
mShaderProgram = ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_U_COLOR);
mShaderProgram = ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
mColorLocation = glGetUniformLocation( mShaderProgram->getProgram(), "u_color");
}

Просмотреть файл

@ -270,7 +270,7 @@ void ControlSwitchSprite::needsLayout()
rt->end();
setTexture(rt->getSprite()->getTexture());
setFlipY(true);
setFlippedY(true);
}
void ControlSwitchSprite::setSliderXPosition(float sliderXPosition)

Просмотреть файл

@ -59,7 +59,7 @@ void CCSkeleton::initialize () {
blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
setOpacityModifyRGB(true);
setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
scheduleUpdate();
}

Просмотреть файл

@ -652,7 +652,7 @@ void ActionAnimate::onEnter()
{
char szName[100] = {0};
sprintf(szName, "Images/grossini_dance_%02d.png", i);
animation->addSpriteFrameWithFileName(szName);
animation->addSpriteFrameWithFile(szName);
}
// should last 2.8 seconds. And there are 14 frames.
animation->setDelayPerUnit(2.8f / 14.0f);
@ -667,7 +667,7 @@ void ActionAnimate::onEnter()
// With 2 loops and reverse
auto cache = AnimationCache::getInstance();
cache->addAnimationsWithFile("animations/animations-2.plist");
auto animation2 = cache->animationByName("dance_1");
auto animation2 = cache->getAnimation("dance_1");
auto action2 = Animate::create(animation2);
_tamara->runAction(Sequence::create(action2, action2->reverse(), NULL));

Просмотреть файл

@ -40,7 +40,7 @@ GLESDebugDraw::GLESDebugDraw( float32 ratio )
void GLESDebugDraw::initShader( void )
{
mShaderProgram = ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_U_COLOR);
mShaderProgram = ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
mColorLocation = glGetUniformLocation( mShaderProgram->getProgram(), "u_color");
}

Просмотреть файл

@ -41,18 +41,18 @@ bool QuestionContainerSprite::init()
auto corner2 = Sprite::create("Images/bugs/corner.png");
corner2->setPosition(Point(-corner->getPosition().x, corner->getPosition().y));
corner2->setFlipX(true);
corner2->setFlippedX(true);
addChild(corner2);
auto corner3 = Sprite::create("Images/bugs/corner.png");
corner3->setPosition(Point(corner->getPosition().x, -corner->getPosition().y));
corner3->setFlipY(true);
corner3->setFlippedY(true);
addChild(corner3);
auto corner4 = Sprite::create("Images/bugs/corner.png");
corner4->setPosition(Point(corner2->getPosition().x, -corner2->getPosition().y));
corner4->setFlipX(true);
corner4->setFlipY(true);
corner4->setFlippedX(true);
corner4->setFlippedY(true);
addChild(corner4);
auto edge = Sprite::create("Images/bugs/edge.png");
@ -63,7 +63,7 @@ bool QuestionContainerSprite::init()
auto edge2 = Sprite::create("Images/bugs/edge.png");
edge2->setScaleX(width);
edge2->setPosition(Point(corner->getPosition().x + (corner->getContentSize().width / 2) + (width / 2), -corner->getPosition().y));
edge2->setFlipY(true);
edge2->setFlippedY(true);
addChild(edge2);
auto edge3 = Sprite::create("Images/bugs/edge.png");

Просмотреть файл

@ -723,7 +723,7 @@ void RawStencilBufferTest4::setupStencilForClippingOnPlane(GLint plane)
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, _alphaThreshold);
#else
auto program = ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
auto program = ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE);
program->setUniformLocationWith1f(alphaValueLocation, _alphaThreshold);
_sprite->setShaderProgram(program );
@ -756,7 +756,7 @@ void RawStencilBufferTest5::setupStencilForClippingOnPlane(GLint plane)
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, _alphaThreshold);
#else
auto program = ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
auto program = ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE);
program->setUniformLocationWith1f(alphaValueLocation, _alphaThreshold);
_sprite->setShaderProgram( program );
@ -822,7 +822,7 @@ void RawStencilBufferTest6::setupStencilForClippingOnPlane(GLint plane)
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, _alphaThreshold);
#else
auto program = ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
auto program = ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE);
program->setUniformLocationWith1f(alphaValueLocation, _alphaThreshold);
_sprite->setShaderProgram(program);

Просмотреть файл

@ -154,7 +154,7 @@ void ArmatureTestLayer::onEnter()
addChild(menu, 100);
setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
}
void ArmatureTestLayer::onExit()

Просмотреть файл

@ -14,7 +14,7 @@ class TouchPoint : public Node
public:
TouchPoint()
{
setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
}
virtual void draw()

Просмотреть файл

@ -605,8 +605,8 @@ CameraZoomTest::CameraZoomTest()
addChild( sprite, 0);
sprite->setPosition( Point(s.width/4*1, s.height/2) );
cam = sprite->getCamera();
cam->setEyeXYZ(0, 0, 415/2);
cam->setCenterXYZ(0, 0, 0);
cam->setEye(0, 0, 415/2);
cam->setCenter(0, 0, 0);
// CENTER
sprite = Sprite::create(s_pathGrossini);
@ -631,11 +631,11 @@ void CameraZoomTest::update(float dt)
sprite = getChildByTag(20);
cam = sprite->getCamera();
cam->setEyeXYZ(0, 0, _z);
cam->setEye(0, 0, _z);
sprite = getChildByTag(40);
cam = sprite->getCamera();
cam->setEyeXYZ(0, 0, -_z);
cam->setEye(0, 0, -_z);
}
std::string CameraZoomTest::title()

Просмотреть файл

@ -423,7 +423,7 @@ void RenderTextureZbuffer::renderScreenShot()
sprite->setPosition(Point(256, 256));
sprite->setOpacity(182);
sprite->setFlipY(1);
sprite->setFlippedY(1);
this->addChild(sprite, 999999);
sprite->setColor(Color3B::GREEN);

Просмотреть файл

@ -1 +1 @@
71e41ffe1784a179756e14a9745e8b4c6e389d95
7351f76b0c2bf40509aa8a7e373db91e56a39e3b

Просмотреть файл

@ -142,8 +142,8 @@ TMXOrthoTest::TMXOrthoTest()
}
float x, y, z;
map->getCamera()->getEyeXYZ(&x, &y, &z);
map->getCamera()->setEyeXYZ(x-200, y, z+300);
map->getCamera()->getEye(&x, &y, &z);
map->getCamera()->setEye(x-200, y, z+300);
}
void TMXOrthoTest::onEnter()

Просмотреть файл

@ -114,8 +114,8 @@ void ZwoptexGenericTest::onEnter()
sprite1->setPosition(Point( s.width/2-80, s.height/2));
addChild(sprite1);
sprite1->setFlipX(false);
sprite1->setFlipY(false);
sprite1->setFlippedX(false);
sprite1->setFlippedY(false);
auto layer2 = LayerColor::create(Color4B(255, 0, 0, 255), 85, 121);
layer2->setPosition(Point(s.width/2+80 - (85.0f * 0.5f), s.height/2 - (121.0f * 0.5f)));
@ -125,8 +125,8 @@ void ZwoptexGenericTest::onEnter()
sprite2->setPosition(Point( s.width/2 + 80, s.height/2));
addChild(sprite2);
sprite2->setFlipX(false);
sprite2->setFlipY(false);
sprite2->setFlippedX(false);
sprite2->setFlippedY(false);
schedule(schedule_selector(ZwoptexGenericTest::startIn05Secs), 1.0f);
@ -171,10 +171,10 @@ void ZwoptexGenericTest::flipSprites(float dt)
break;
}
sprite1->setFlipX(fx);
sprite2->setFlipX(fx);
sprite1->setFlipY(fy);
sprite2->setFlipY(fy);
sprite1->setFlippedX(fx);
sprite2->setFlippedX(fx);
sprite1->setFlippedY(fy);
sprite2->setFlippedY(fy);
if(++spriteFrameIndex > 14)
{

Просмотреть файл

@ -16,7 +16,7 @@
# Some conditional operations are also permitted, see the
# S3E documentation for details.
[S3E]
MemSize = 10000000
MemSize = 100000000
# Sample only compatible with 480x320 display resolution
WinWidth=480
WinHeight=320

Просмотреть файл

@ -19,13 +19,13 @@ DeviceClass = Type=string, Allowed="UNKNOWN" "SYMBIAN_GENERIC
DeviceFPU = Type=string, Allowed="None" "VFP Present", Default="VFP Present", Value = "VFP Present"
DeviceFreeRAM = Type=int, Min=0.000000, Max=2097151.000000, Default="1048576", Value = "1048576"
DeviceIDInt = Type=int, Default="0", Value = "0"
DeviceIDString = Type=string, Default="", Value = ""
DeviceIDString = Type=string, Default="", Value = "Samsung Galaxy S"
DeviceIMSI = Type=string, Default="SIMULATOR_IMSI", Value = "SIMULATOR_IMSI"
DeviceLSKIsBack = Type=bool, Default="false", Value = "false"
DeviceLanguage = Type=string, Allowed="UNKNOWN" "ENGLISH" "FRENCH" "GERMAN" "SPANISH" "ITALIAN" "PORTUGUESE" "DUTCH" "TURKISH" "CROATIAN" "CZECH" "DANISH" "FINNISH" "HUNGARIAN" "NORWEGIAN" "POLISH" "RUSSIAN" "SERBIAN" "SLOVAK" "SLOVENIAN" "SWEDISH" "UKRAINIAN" "GREEK" "JAPANESE" "SIMPL_CHINESE" "TRAD_CHINESE" "KOREAN" "ICELANDIC" "FLEMISH" "THAI" "AFRIKAANS" "ALBANIAN" "AMHARIC" "ARABIC" "ARMENIAN" "AZERBAIJANI" "TAGALOG" "BELARUSSIAN" "BENGALI" "BULGARIAN" "BURMESE" "CATALAN" "ESTONIAN" "FARSI" "GAELIC" "GEORGIAN" "GUJARATI" "HEBREW" "HINDI" "INDONESIAN" "IRISH" "KANNADA" "KAZAKH" "KHMER" "LAO" "LATVIAN" "LITHUANIAN" "MACEDONIAN" "MALAY" "MALAYALAM" "MARATHI" "MOLDOVIAN" "MONGOLIAN" "PUNJABI" "ROMANIAN" "SINHALESE" "SOMALI" "SWAHILI" "TAJIK" "TAMIL" "TELUGU" "TIBETAN" "TIGRINYA" "TURKMEN" "URDU" "UZBEK" "VIETNAMESE" "WELSH" "ZULU" "<Use Native Language>", Default="<Use Native Language>", Value = "<Use Native Language>"
DeviceMainsPower = Type=bool, Default="false", Value = "false"
DeviceName = Type=string, Default="My Computer", Value = "My Computer"
DeviceOS = Type=string, Allowed="NONE" "SYMBIAN" "BREW" "WINDOWS" "WINMOBILE" "LINUX" "WIPI" "NDS" "ARM_SEMIH" "NUCLEUS" "NGI" "WINCE" "SHARPEMP" "OSX" "IPHONE" "UIQ" "PS3" "X360" "BADA" "ANDROID" "WEBOS" "QNX", Default="NONE", Value = "NONE"
DeviceOS = Type=string, Allowed="NONE" "SYMBIAN" "BREW" "WINDOWS" "WINMOBILE" "LINUX" "WIPI" "NDS" "ARM_SEMIH" "NUCLEUS" "NGI" "WINCE" "SHARPEMP" "OSX" "IPHONE" "UIQ" "PS3" "X360" "BADA" "ANDROID" "WEBOS" "QNX", Default="NONE", Value = "ANDROID"
DeviceOSVersion = Type=string, Default="", Value = ""
DeviceOSVersionNumber = Type=int, Default="0", Value = "0"
DevicePhoneNumber = Type=string, Default="0044123456789", Value = "0044123456789"
@ -56,11 +56,11 @@ LocationLatitude = Type=float, Min=-90.000000, Max=90.000000, Defa
LocationLongitude = Type=float, Min=-180.000000, Max=180.000000, Default="-0.191084", Value = "-0.191084"
LocationSpeed = Type=float, Min=0.000000, Max=10000.000000, Default="0", Value = "0"
LocationVerticalAccuracy = Type=float, Min=0.000000, Max=100000.000000, Default="100.0", Value = "100.0"
MacOSSimulatorCustomSettings = Type=string, Default="", Value = ""
MacOSSimulatorCustomSettings = Type=string, Default="", Value = "NONE:OSX:480x320"
MacOSSimulatorDevices_ANDROID = Type=string, Allowed="Samsung Galaxy S:480x800:512" "HTC Sensation XL:480x800:768" "Samsung Galaxy Note:800x1280:1024" "Motorola Droid Razr:540x960:1024" "Kindle Fire:1024x600:512" "Samsung Galaxy Tab:1024x600:512", Default="Samsung Galaxy S:480x800:512", Value = "Samsung Galaxy S:480x800:512"
MacOSSimulatorDevices_IPHONE = Type=string, Allowed="iPhone 3GS:320x480:256" "iPhone 4:640x960:512" "iPhone 5:640x1136:1024" "iPad:768x1024:256" "iPad 2:768x1024:512" "iPad 3:1536x2048:1024", Default="iPhone 3GS:320x480:256", Value = "iPhone 3GS:320x480:256"
MacOSSimulatorPlatforms = Type=string, Allowed="IPHONE" "ANDROID", Default="IPHONE", Value = "IPHONE"
MacOSSimulatorUseCustomSettings = Type=bool, Default="true", Value = "true"
MacOSSimulatorPlatforms = Type=string, Allowed="IPHONE" "ANDROID", Default="IPHONE", Value = "ANDROID"
MacOSSimulatorUseCustomSettings = Type=bool, Default="true", Value = "false"
MemoryPoison = Type=bool, Default="true", Value = "true"
MemoryPoisonAlloc = Type=int, Min=0.000000, Max=255.000000, Default="170", Value = "170"
MemoryPoisonFree = Type=int, Min=0.000000, Max=255.000000, Default="221", Value = "221"
@ -87,11 +87,11 @@ SoundStereo = Type=bool, Default="true", Value = "true"
SoundVolumeDefault = Type=int, Min=0.000000, Max=256.000000, Default="256", Value = "256"
SurfaceDisableWhenGLIsActive = Type=bool, Default="false", Value = "false"
SurfaceDoubleBuffer = Type=bool, Default="false", Value = "false"
SurfaceHeight = Type=int, Min=128.000000, Max=4096.000000, Default="480", Value = "320"
SurfaceHeight = Type=int, Min=128.000000, Max=4096.000000, Default="480", Value = "800"
SurfacePitch = Type=int, Min=0.000000, Max=8192.000000, Default="0", Value = "0"
SurfacePixelType = Type=string, Allowed="RGB444" "RGB555" "RGB565" "RGB666" "RGB888" "BGR444" "BGR555" "BGR565" "BGR666" "BGR888", Default="RGB565", Value = "RGB565"
SurfacePredefinedResolution = Type=string, Allowed="176x200" "176x208" "240x320 (QVGA Portrait)" "240x400" "320x240 (QVGA Landscape)" "320x400" "320x480 (iPhone Portrait)" "400x240" "480x320 (iPhone Landscape)" "360x640 (qHD Portrait)" "640x360 (qHD Landscape)" "480x640 (VGA Portrait)" "480x800 (WVGA Portrait)" "640x480 (VGA Landscape)" "800x400" "800x480 (WVGA Landscape)" "640x960 (iPhone 4 Portrait)" "960x640 (iPhone 4 Landscape)" "640x1136 (iPhone 5 Portrait)" "1136x640 (iPhone 5 Landscape)" "1024x600 (Playbook Landscape)" "600x1024 (Playbook Portrait)" "768x1024 (iPad Portrait)" "1024x768 (iPad Landscape)" "2048x1536 (iPad Retina Landscape)" "1536x2048 (iPad Retina Portrait)", Default="320x480 (iPhone Portrait)", Value = "176x200"
SurfaceRotation = Type=string, Allowed="Rot0" "Rot90" "Rot180" "Rot270", Default="Rot0", Value = "Rot0"
SurfaceRotation = Type=string, Allowed="Rot0" "Rot90" "Rot180" "Rot270", Default="Rot0", Value = "Rot90"
SurfaceUnalign = Type=bool, Default="true", Value = "true"
SurfaceUseMultiBuffers = Type=bool, Default="true", Value = "true"
SurfaceWidth = Type=int, Min=128.000000, Max=4096.000000, Default="320", Value = "480"

Просмотреть файл

@ -1 +1 @@
056180de93a0fb906dd8ab3a7b1806f37a325a38
a57fbb5f0f9564858ced00cf47af905e6a7900c6