核心:
1、首先需要使用上节提到的ClippingNode进行裁剪;
2、绘制圆角矩形模版;
3、用模版去裁剪;
定义静态方法:
ClippingNode* drawRoundRect(Node *newNode, float radius, unsigned int segments);
具体实现:
/*
* @brief 画圆角矩形模版,并裁剪节点
* @param origin 矩形开始点
* @param destination 矩形结束点
* @param radius 圆角半径
* @param segments 圆角等份数,等份越多,圆角越平滑
* @attention
*/
ClippingNode* MapLayer::drawRoundRect(Node* newNode, float radius, unsigned int segments){
Point origin = newNode->getPosition();
Point destination = Point(newNode->getPosition().x + newNode->getContentSize().width, newNode->getPosition().y + newNode->getContentSize().height);
ClippingNode* pClip = ClippingNode::create();
pClip->setInverted(false);//设置是否反向,将决定画出来的圆是透明的还是黑色的
pClip->setAnchorPoint(Point(0, 0));
//算出1/4圆
const float coef = 0.5f * (float)M_PI / segments;
Point * vertices = new Point[segments + 1];
Point * thisVertices = vertices;
for (unsigned int i = 0; i <= segments; ++i, ++thisVertices)
{
float rads = (segments - i)*coef;
thisVertices->x = (int)(radius * sinf(rads));
thisVertices->y = (int)(radius * cosf(rads));
}
//
Point tagCenter;
float minX = MIN(origin.x, destination.x);
float maxX = MAX(origin.x, destination.x);
float minY = MIN(origin.y, destination.y);
float maxY = MAX(origin.y, destination.y);
unsigned int dwPolygonPtMax = (segments + 1) * 4;
Point * pPolygonPtArr = new Point[dwPolygonPtMax];
Point * thisPolygonPt = pPolygonPtArr;
int aa = 0;
//左上角
tagCenter.x = minX + radius;
tagCenter.y = maxY - radius;
thisVertices = vertices;
for (unsigned int i = 0; i <= segments; ++i, ++thisPolygonPt, ++thisVertices)
{
thisPolygonPt->x = tagCenter.x - thisVertices->x;
thisPolygonPt->y = tagCenter.y + thisVertices->y;
// log("%f , %f", thisPolygonPt->x, thisPolygonPt->y);
++aa;
}
//右上角
tagCenter.x = maxX - radius;
tagCenter.y = maxY - radius;
thisVertices = vertices + segments;
for (unsigned int i = 0; i <= segments; ++i, ++thisPolygonPt, --thisVertices)
{
thisPolygonPt->x = tagCenter.x + thisVertices->x;
thisPolygonPt->y = tagCenter.y + thisVertices->y;
// log("%f , %f", thisPolygonPt->x, thisPolygonPt->y);
++aa;
}
//右下角
tagCenter.x = maxX - radius;
tagCenter.y = minY + radius;
thisVertices = vertices;
for (unsigned int i = 0; i <= segments; ++i, ++thisPolygonPt, ++thisVertices)
{
thisPolygonPt->x = tagCenter.x + thisVertices->x;
thisPolygonPt->y = tagCenter.y - thisVertices->y;
// log("%f , %f", thisPolygonPt->x, thisPolygonPt->y);
++aa;
}
//左下角
tagCenter.x = minX + radius;
tagCenter.y = minY + radius;
thisVertices = vertices + segments;
for (unsigned int i = 0; i <= segments; ++i, ++thisPolygonPt, --thisVertices)
{
thisPolygonPt->x = tagCenter.x - thisVertices->x;
thisPolygonPt->y = tagCenter.y - thisVertices->y;
// log("%f , %f", thisPolygonPt->x, thisPolygonPt->y);
++aa;
}
//设置参数
static Color4F red(1, 0, 0, 1);//顶点颜色设置为红色,参数是R,G,B,透明度
//注意不要将pStencil addChild
DrawNode *pStencil = DrawNode::create();
pStencil->drawPolygon(pPolygonPtArr, dwPolygonPtMax, red, 0, red);//绘制这个多边形
pStencil->setPosition(Point(0, 0));
pClip->setStencil(pStencil);
pClip->addChild(newNode, 1);
pClip->setContentSize(newNode->getContentSize());
CC_SAFE_DELETE_ARRAY(vertices);
CC_SAFE_DELETE_ARRAY(pPolygonPtArr);
return pClip;
}
其中,实现了圆角矩形模板、并根据模板才用ClippingNode对newNode节点进行裁剪。
调用:
// 裁剪圆角
auto newCardNode = CSLoader::createNode("node_layer.csb");
// 裁剪圆角
auto newNode = this->drawRoundRect(newCardNode, 16, 200);
newNode->setPosition(cardNode->getPosition());
newNode->setScale(0.85);
rootNode->addChild(newNode, 4);//4
oldNode->setVisible(false);
将裁剪后的Node加入到我们自己的根节点rootNode,替换原来的oldNode,并将oldNode设置为InVisible。这样我们就得到了裁剪后的圆角矩形。