mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2025-09-24 08:50:16 +00:00
[engine] [cocos2d-x] [jsb-adapter] 适配引擎 v2.4.12 版本
This commit is contained in:
@@ -228,7 +228,7 @@ let SpriteFrame = cc.Class(/** @lends cc.SpriteFrame# */{
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return this._texture && this._texture.loaded;
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},
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onTextureLoaded (callback, target) {
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onTextureLoaded: function (callback, target) {
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if (this.textureLoaded()) {
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callback.call(target);
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}
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@@ -259,8 +259,9 @@ let SpriteFrame = cc.Class(/** @lends cc.SpriteFrame# */{
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*/
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setRotated: function (bRotated) {
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this._rotated = bRotated;
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if (this._texture)
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if (this._texture) {
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this._calculateUV();
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}
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},
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/**
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@@ -327,8 +328,9 @@ let SpriteFrame = cc.Class(/** @lends cc.SpriteFrame# */{
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*/
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setRect: function (rect) {
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this._rect = rect;
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if (this._texture)
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if (this._texture) {
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this._calculateUV();
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}
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},
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/**
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@@ -366,7 +368,7 @@ let SpriteFrame = cc.Class(/** @lends cc.SpriteFrame# */{
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return this._texture;
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},
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_textureLoadedCallback () {
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_textureLoadedCallback: function () {
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let self = this;
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let texture = this._texture;
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if (!texture) {
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@@ -546,7 +548,7 @@ let SpriteFrame = cc.Class(/** @lends cc.SpriteFrame# */{
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}
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},
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_flipXY (uvs) {
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_flipXY: function (uvs) {
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if (this._flipX) {
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let tempVal = uvs[0];
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uvs[0] = uvs[1];
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@@ -568,7 +570,7 @@ let SpriteFrame = cc.Class(/** @lends cc.SpriteFrame# */{
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}
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},
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_calculateSlicedUV () {
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_calculateSlicedUV: function () {
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let rect = this._rect;
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let atlasWidth = this._texture.width;
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let atlasHeight = this._texture.height;
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@@ -629,7 +631,7 @@ let SpriteFrame = cc.Class(/** @lends cc.SpriteFrame# */{
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}
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},
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_setDynamicAtlasFrame (frame) {
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_setDynamicAtlasFrame: function (frame) {
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if (!frame) return;
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this._original = {
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@@ -644,7 +646,7 @@ let SpriteFrame = cc.Class(/** @lends cc.SpriteFrame# */{
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this._calculateUV();
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},
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_resetDynamicAtlasFrame () {
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_resetDynamicAtlasFrame: function () {
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if (!this._original) return;
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this._rect.x = this._original._x;
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this._rect.y = this._original._y;
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@@ -658,7 +660,7 @@ let SpriteFrame = cc.Class(/** @lends cc.SpriteFrame# */{
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this.emit("_resetDynamicAtlasFrame");
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},
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_calculateUV () {
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_calculateUV: function () {
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let rect = this._rect,
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texture = this._texture,
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uv = this.uv,
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@@ -205,6 +205,77 @@ const PixelFormat = cc.Enum({
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* @type {Number}
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*/
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RGBA_ETC2: gfx.TEXTURE_FMT_RGBA_ETC2,
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/**
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* @en A pixel format containing red, green, blue, and alpha channels that is ASTC compressed with 4x4 block size.
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* @zh 包含 RGBA 通道的 ASTC 压缩纹理格式,压缩分块大小为 4x4
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*/
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RGBA_ASTC_4x4: gfx.TEXTURE_FMT_RGBA_ASTC_4X4,
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/**
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* @en A pixel format containing red, green, blue, and alpha channels that is ASTC compressed with 5x4 block size.
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* @zh 包含 RGBA 通道的 ASTC 压缩纹理格式,压缩分块大小为 5x4
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*/
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RGBA_ASTC_5x4: gfx.TEXTURE_FMT_RGBA_ASTC_5X4,
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/**
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* @en A pixel format containing red, green, blue, and alpha channels that is ASTC compressed with 5x5 block size.
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* @zh 包含 RGBA 通道的 ASTC 压缩纹理格式,压缩分块大小为 5x5
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*/
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RGBA_ASTC_5x5: gfx.TEXTURE_FMT_RGBA_ASTC_5X5,
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/**
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* @en A pixel format containing red, green, blue, and alpha channels that is ASTC compressed with 6x5 block size.
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* @zh 包含 RGBA 通道的 ASTC 压缩纹理格式,压缩分块大小为 6x5
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*/
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RGBA_ASTC_6x5: gfx.TEXTURE_FMT_RGBA_ASTC_6X5,
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/**
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* @en A pixel format containing red, green, blue, and alpha channels that is ASTC compressed with 6x6 block size.
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* @zh 包含 RGBA 通道的 ASTC 压缩纹理格式,压缩分块大小为 6x6
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*/
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RGBA_ASTC_6x6: gfx.TEXTURE_FMT_RGBA_ASTC_6X6,
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/**
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* @en A pixel format containing red, green, blue, and alpha channels that is ASTC compressed with 8x5 block size.
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* @zh 包含 RGBA 通道的 ASTC 压缩纹理格式,压缩分块大小为 8x5
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*/
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RGBA_ASTC_8x5: gfx.TEXTURE_FMT_RGBA_ASTC_8X5,
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/**
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* @en A pixel format containing red, green, blue, and alpha channels that is ASTC compressed with 8x6 block size.
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* @zh 包含 RGBA 通道的 ASTC 压缩纹理格式,压缩分块大小为 8x6
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*/
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RGBA_ASTC_8x6: gfx.TEXTURE_FMT_RGBA_ASTC_8X6,
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/**
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* @en A pixel format containing red, green, blue, and alpha channels that is ASTC compressed with 8x8 block size.
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* @zh 包含 RGBA 通道的 ASTC 压缩纹理格式,压缩分块大小为 8x8
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*/
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RGBA_ASTC_8x8: gfx.TEXTURE_FMT_RGBA_ASTC_8X8,
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/**
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* @en A pixel format containing red, green, blue, and alpha channels that is ASTC compressed with 10x5 block size.
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* @zh 包含 RGBA 通道的 ASTC 压缩纹理格式,压缩分块大小为 10x5
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*/
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RGBA_ASTC_10x5: gfx.TEXTURE_FMT_RGBA_ASTC_10X5,
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/**
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* @en A pixel format containing red, green, blue, and alpha channels that is ASTC compressed with 10x6 block size.
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* @zh 包含 RGBA 通道的 ASTC 压缩纹理格式,压缩分块大小为 10x6
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*/
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RGBA_ASTC_10x6: gfx.TEXTURE_FMT_RGBA_ASTC_10X6,
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/**
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* @en A pixel format containing red, green, blue, and alpha channels that is ASTC compressed with 10x8 block size.
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* @zh 包含 RGBA 通道的 ASTC 压缩纹理格式,压缩分块大小为 10x8
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*/
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RGBA_ASTC_10x8: gfx.TEXTURE_FMT_RGBA_ASTC_10X8,
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/**
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* @en A pixel format containing red, green, blue, and alpha channels that is ASTC compressed with 10x10 block size.
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* @zh 包含 RGBA 通道的 ASTC 压缩纹理格式,压缩分块大小为 10x10
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*/
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RGBA_ASTC_10x10: gfx.TEXTURE_FMT_RGBA_ASTC_10X10,
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/**
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* @en A pixel format containing red, green, blue, and alpha channels that is ASTC compressed with 12x10 block size.
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* @zh 包含 RGBA 通道的 ASTC 压缩纹理格式,压缩分块大小为 12x10
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*/
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RGBA_ASTC_12x10: gfx.TEXTURE_FMT_RGBA_ASTC_12X10,
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/**
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* @en A pixel format containing red, green, blue, and alpha channels that is ASTC compressed with 12x12 block size.
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* @zh 包含 RGBA 通道的 ASTC 压缩纹理格式,压缩分块大小为 12x12
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*/
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RGBA_ASTC_12x12: gfx.TEXTURE_FMT_RGBA_ASTC_12X12,
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});
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/**
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@@ -384,7 +455,7 @@ var Texture2D = cc.Class({
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Filter: Filter,
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_FilterIndex: FilterIndex,
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// predefined most common extnames
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extnames: ['.png', '.jpg', '.jpeg', '.bmp', '.webp', '.pvr', '.pkm'],
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extnames: ['.png', '.jpg', '.jpeg', '.bmp', '.webp', '.pvr', '.pkm', '.astc'],
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_parseExt (extIdStr, defaultFormat) {
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let device = cc.renderer.device;
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@@ -406,7 +477,10 @@ var Texture2D = cc.Class({
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let tmpFormat = extFormat[1] ? parseInt(extFormat[1]) : defaultFormat;
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// check whether or not support compressed texture
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if ( tmpExt === '.pvr' && !device.ext('WEBGL_compressed_texture_pvrtc')) {
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if ( tmpExt === '.astc' && !device.ext('WEBGL_compressed_texture_astc')) {
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continue;
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}
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else if ( tmpExt === '.pvr' && !device.ext('WEBGL_compressed_texture_pvrtc')) {
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continue;
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}
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else if ((tmpFormat === PixelFormat.RGB_ETC1 || tmpFormat === PixelFormat.RGBA_ETC1) && !device.ext('WEBGL_compressed_texture_etc1')) {
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