Cocos2d-x   发布时间:2022-05-02  发布网站:大佬教程  code.js-code.com
大佬教程收集整理的这篇文章主要介绍了cocos2dx3.0的label字体去描边大佬教程大佬觉得挺不错的,现在分享给大家,也给大家做个参考。

</pre></h4><p><pre name="code" class="cpp">

近日,一直被3.0的字体描边所困扰,在安卓手机下字体没问题,挺好看,但是在iphone手机上显示特别不清晰,一直很怪异的感觉,尤其是白色的label,后来我的同事兼师父将底层改了下(3.2之后的版本貌似就不存在这个问题了)。

方法:找到项目/cocos2d/cocos/2d/platform目录下的 CCDevice.h文件 的静态gettexturedatafortext方法改成这个(即加一个参数)

static Data getTextureDataForText(const char * text,const FontDefinition& textDefinition,TextAlign align,int &width,int &height,bool& hasPremultipliedAlpha);
,然后把相应平台的这个函数分别增一个参数(因为只有ios好像有这个问题,所以其他的平台暂时不用改,但是需要在功能函数添加一个实参):

ios/CCDevice.mm

Data Device::getTextureDataForText(const char * text,bool& hasPremultipliedAlpha)
{
    Data ret;
    
    do {
        tImageInfo info = {0};
        info.width                  = textDefinition._dimensions.width;
        info.height                 = textDefinition._dimensions.height;
        info.hasShadow              = textDefinition._shadow._shadowEnabled;
        info.shadowOffset.width     = textDefinition._shadow._shadowOffset.width;
        info.shadowOffset.height    = textDefinition._shadow._shadowOffset.height;
        info.shadowBlur             = textDefinition._shadow._shadowBlur;
        info.shadowOpacity          = textDefinition._shadow._shadowOpacity;
        info.hasStroke              = textDefinition._stroke._strokeEnabled;
        info.strokeColorR           = textDefinition._stroke._strokeColor.r / 255.0f;
        info.strokeColorG           = textDefinition._stroke._strokeColor.g / 255.0f;
        info.strokeColorB           = textDefinition._stroke._strokeColor.b / 255.0f;
        info.strokeSize             = textDefinition._stroke._strokeSize;
        info.TintColorR             = textDefinition._fontFillColor.r / 255.0f;
        info.TintColorG             = textDefinition._fontFillColor.g / 255.0f;
        info.TintColorB             = textDefinition._fontFillColor.b / 255.0f;
        
        if (! _initWithString(text,align,textDefinition._fontName.c_str(),textDefinition._fontSize,&info))
        {
            break;
        }
        height = (short)info.height;
        width = (short)info.width;
        ret.fastSet(info.data,width * height * 4);
        hasPremultipliedAlpha = true;
    } while (0);
    
    return ret;
}

win32/CCDevice.cpp

Data Device::getTextureDataForText(const char * text,bool& hasPremultipliedAlpha)
{
    Data ret;
    do 
    {
        BitmapDC& dc = sharedBitmapDC();

        if (! dc.setFont(textDefinition._fontName.c_str(),textDefinition._fontSizE))
        {
            log("Can't found font(%s),use system default",textDefinition._fontName.c_str());
        }

        // draw text
        SIZE size = {textDefinition._dimensions.width,textDefinition._dimensions.height};
        CC_BREAK_IF(! dc.drawText(text,size,align));

        int dataLen = size.cx * size.cy * 4;
        unsigned char* dataBuf = (unsigned char*)malloc(sizeof(unsigned char) * dataLen);
        CC_BREAK_IF(! dataBuf);

        struct
        {
            BITMAPINFOHEADER bmiHeader;
            int mask[4];
        } bi = {0};
        bi.bR_51_11845@iHeader.biSize = sizeof(bi.bR_51_11845@iHeader);
        CC_BREAK_IF(! GetDIBits(dc.getDC(),dc.getBitmap(),NULL,(LPBITMAPINFO)&bi,DIB_RGB_COLORS));

        width    = (short)size.cx;
        height   = (short)size.cy;

        // copy pixed data
        bi.bR_51_11845@iHeader.biHeight = (bi.bR_51_11845@iHeader.biHeight > 0)
            ? - bi.bR_51_11845@iHeader.biHeight : bi.bR_51_11845@iHeader.biHeight;
        GetDIBits(dc.getDC(),height,dataBuf,DIB_RGB_COLORS);

        // change pixel's alpha value to 255,when it's RGB != 0
        COLORREF * pPixel = NULL;
        for (int y = 0; y < height; ++y)
        {
            pPixel = (COLORREF *)dataBuf + y * width;
            for (int x = 0; x < width; ++X)
            {
                COLORREF& clr = *pPixel;
                clr = (0xffffff | (GetRValue(clr) << 24));
                ++pPixel;
            }
        }

        ret.fastSet(dataBuf,dataLen);
    } while (0);
    return ret;
}

最后,将CCTexture2D.cpp的initWithString(const char *text,const FontDefinition& textDefinition)方法改成:

bool Texture2D::initWithString(const char *text,const FontDefinition& textDefinition)
{
    if(!text || 0 == strlen(text))
    {
        return false;
    }
    
#if CC_ENABLE_CACHE_TEXTURE_DATA
    // cache the texture data
    VolatileTextureMgr::addStringTexture(this,text,textDefinition);
#endif
    
    bool ret = false;
    Device::TextAlign align;
    
    if (TextVAlignment::TOP == textDefinition._vertAlignment)
    {
        align = (TextHAlignment::CENTER == textDefinition._alignment) ? Device::TextAlign::TOP
        : (TextHAlignment::LEFT == textDefinition._alignment) ? Device::TextAlign::TOP_LEFT : Device::TextAlign::TOP_RIGHT;
    }
    else if (TextVAlignment::CENTER == textDefinition._vertAlignment)
    {
        align = (TextHAlignment::CENTER == textDefinition._alignment) ? Device::TextAlign::CENTER
        : (TextHAlignment::LEFT == textDefinition._alignment) ? Device::TextAlign::LEFT : Device::TextAlign::rIGHT;
    }
    else if (TextVAlignment::BOTTOM == textDefinition._vertAlignment)
    {
        align = (TextHAlignment::CENTER == textDefinition._alignment) ? Device::TextAlign::BOTTOM
        : (TextHAlignment::LEFT == textDefinition._alignment) ? Device::TextAlign::BOTTOM_LEFT : Device::TextAlign::BOTTOM_RIGHT;
    }
    else
    {
        CCassERT(false,"Not supported alignment format!");
        return false;
    }
    
#if (CC_TARGET_PLATFORM != CC_PLATFORM_ANDROID) && (CC_TARGET_PLATFORM != CC_PLATFORM_IOS)
    CCassERT(textDefinition._stroke._strokeEnabled == false,"Currently stroke only supported on iOS and Android!");
#endif
    
    PixelFormat      pixelFormat = g_defaultAlphaPixelFormat;
    unsigned char* outTemPDAta = nullptr;
    ssize_t outTemPDAtaLen = 0;
    
    int imageWidth;
    int imageHeight;
    auto textDef = textDefinition;
    auto contentScaleFactor = CC_CONTENT_SCALE_FACTOR();
    textDef._fontSize *= contentScaleFactor;
    textDef._dimensions.width *= contentScaleFactor;
    textDef._dimensions.height *= contentScaleFactor;
    textDef._stroke._strokeSize *= contentScaleFactor;
    textDef._shadow._shadowEnabled = false;
    
    bool hasPremultipliedAlpha;
    Data outData = Device::getTextureDataForText(text,textDef,imageWidth,imageHeight,hasPremultipliedAlpha);
    if(outData.isNull())
    {
        return false;
    }
    
    Size  imageSize = Size((float)imageWidth,(float)imageHeight);
    pixelFormat = convertDataToFormat(outData.getBytes(),imageWidth*imageHeight*4,PixelFormat::rGBA8888,pixelFormat,&outTemPDAta,&outTemPDAtaLen);
    
    ret = initWithData(outTemPDAta,outTemPDAtaLen,imageSizE);
    
    if (outTemPDAta != nullptr && outTemPDAta != outData.getBytes())
    {
        free(outTemPDAta);
    }
    _hasPremultipliedAlpha = hasPremultipliedAlpha;
    
    return ret;
}

大佬总结

以上是大佬教程为你收集整理的cocos2dx3.0的label字体去描边全部内容,希望文章能够帮你解决cocos2dx3.0的label字体去描边所遇到的程序开发问题。

如果觉得大佬教程网站内容还不错,欢迎将大佬教程推荐给程序员好友。

本图文内容来源于网友网络收集整理提供,作为学习参考使用,版权属于原作者。
如您有任何意见或建议可联系处理。小编QQ:384754419,请注明来意。