Is it possible to draw a filled circle with cocos2d ? An outlined circle can be done using the drawCircle() function, but is there a way to fill it in a certain color? Perhaps b
I used this way below.
glLineWidth(2);
for(int i=0;i<50;i++){
ccDrawCircle( ccp(s.width/2, s.height/2), i,0, 50, NO);
}
I made multiple circle with for loop and looks like a filled circle.
In DrawingPrimitives.m, change this in drawCricle:
glDrawArrays(GL_LINE_STRIP, 0, segs+additionalSegment);
to:
glDrawArrays(GL_TRIANGLE_FAN, 0, segs+additionalSegment);
You can read more about opengl primitives here: http://www.informit.com/articles/article.aspx?p=461848
Here's a slight modification of ccDrawCircle() that lets you draw any slice of a circle. Stick this in CCDrawingPrimitives.m and also add the method header information to CCDrawingPrimitives.h:
Parameters: a
: starting angle in radians, d
: delta or change in angle in radians (use 2*M_PI
for a complete circle)
Changes are commented
void ccDrawFilledCircle( CGPoint center, float r, float a, float d, NSUInteger totalSegs)
{
int additionalSegment = 2;
const float coef = 2.0f * (float)M_PI/totalSegs;
NSUInteger segs = d / coef;
segs++; //Rather draw over than not draw enough
if (d == 0) return;
GLfloat *vertices = calloc( sizeof(GLfloat)*2*(segs+2), 1);
if( ! vertices )
return;
for(NSUInteger i=0;i<=segs;i++)
{
float rads = i*coef;
GLfloat j = r * cosf(rads + a) + center.x;
GLfloat k = r * sinf(rads + a) + center.y;
//Leave first 2 spots for origin
vertices[2+ i*2] = j * CC_CONTENT_SCALE_FACTOR();
vertices[2+ i*2+1] =k * CC_CONTENT_SCALE_FACTOR();
}
//Put origin vertices into first 2 spots
vertices[0] = center.x * CC_CONTENT_SCALE_FACTOR();
vertices[1] = center.y * CC_CONTENT_SCALE_FACTOR();
// Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
// Needed states: GL_VERTEX_ARRAY,
// Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertices);
//Change to fan
glDrawArrays(GL_TRIANGLE_FAN, 0, segs+additionalSegment);
// restore default state
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
free( vertices );
}
I also wonder this, but haven't really accomplished doing it. I tried using CGContext stuff that Grouchal tipped above, but I can't get it to draw anything on the screen. This is what I've tried:
-(void) draw
{
[self makestuff:UIGraphicsGetCurrentContext()];
}
-(void)makestuff:(CGContextRef)context
{
// Drawing lines with a white stroke color
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);
// Draw them with a 2.0 stroke width so they are a bit more visible.
CGContextSetLineWidth(context, 2.0);
// Draw a single line from left to right
CGContextMoveToPoint(context, 10.0, 30.0);
CGContextAddLineToPoint(context, 310.0, 30.0);
CGContextStrokePath(context);
// Draw a connected sequence of line segments
CGPoint addLines[] =
{
CGPointMake(10.0, 90.0),
CGPointMake(70.0, 60.0),
CGPointMake(130.0, 90.0),
CGPointMake(190.0, 60.0),
CGPointMake(250.0, 90.0),
CGPointMake(310.0, 60.0),
};
// Bulk call to add lines to the current path.
// Equivalent to MoveToPoint(points[0]); for(i=1; i<count; ++i) AddLineToPoint(points[i]);
CGContextAddLines(context, addLines, sizeof(addLines)/sizeof(addLines[0]));
CGContextStrokePath(context);
// Draw a series of line segments. Each pair of points is a segment
CGPoint strokeSegments[] =
{
CGPointMake(10.0, 150.0),
CGPointMake(70.0, 120.0),
CGPointMake(130.0, 150.0),
CGPointMake(190.0, 120.0),
CGPointMake(250.0, 150.0),
CGPointMake(310.0, 120.0),
};
// Bulk call to stroke a sequence of line segments.
// Equivalent to for(i=0; i<count; i+=2) { MoveToPoint(point[i]); AddLineToPoint(point[i+1]); StrokePath(); }
CGContextStrokeLineSegments(context, strokeSegments, sizeof(strokeSegments)/sizeof(strokeSegments[0]));
}
These methods are defined in a cocos node class, and the makestuff method I borrowed from a code example...
NOTE: I'm trying to draw any shape or path and fill it. I know that the code above only draws lines, but I didn't wanna continue until I got it working.
EDIT: This is probably a crappy solution, but I think this would at least work.
Each CocosNode has a texture (Texture2D *). Texture2D class can be initialized from an UIImage. UIImage can be initialized from a CGImageRef. It is possible to create a CGImageRef context for the quartz lib.
So, what you would do is:
Question is if this would be fast enough to do. I would prefer if you could sort of get a CGImageRef from the CocosNode directly and draw into it instead of going through all these steps, but I haven't found a way to do that yet (and I'm kind of a noob at this so it's hard to actually get somewhere at all).
Look into:
These will allow you to fill a circle without needing OpenGL
There is a new function in cocos2d CCDrawingPrimitives
called ccDrawSolidCircle(CGPoint center, float r, NSUInteger segs)
. For those looking at this now, use this method instead, then you don't have to mess with the cocos2d code, just import CCDrawingPrimitives.h